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 Jul 7, 2015@RegalOwl
@RegalOwl Crouching worked. Could you please add this information to the documentation? Thank you for the answer
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Posted Jul 6, 2015@RegalOwl
The thing is, most economy plugins run through Vault to interact with shop plugins. Vault refuses to identify separate worlds, citing that it is too complicated to keep the plugin lightweight. However, if a plugin can be an economy, support multi-world, and have a chest-shop like plugin, such a tool could dominate multi-world, separate-inventory, separate economy servers. This is fully possible via BungeeCord already, but that is inefficient when one has the ability to do it all in one server instance (also prevents "needs online mode" plugins from failing).
I hope you can give it some thought for the future, it would be very nice to have. Should I file a ticket with a more fleshed out approach?
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Posted Jul 6, 2015@VoigtmanMC
Try crouching and left clicking on the frameshop as an OP or a player with the hyperconomy.admin permission.
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Posted Jul 6, 2015@roracle
Not currently though I may add multi world support for balances in the future. Currently player balances are the same across all worlds.
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Posted Jul 5, 2015the /frameshop [item] command is great, i love these, but how do you remove a frameshop you don't need?
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Posted Jul 5, 2015Does this do multi-world support? As in, can two worlds have different wallets, and in such worlds do the trades (buying and selling) stay in the world they are traded in, or does the money transfer to the player himself, regardless of world?
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Posted Jun 30, 2015@jakesully123456
The bug is in HyperConomy_Web. It should be harmless but I will look into a fix when I have some time. Lots of stuff going on at the moment. It looks like HyperConomy disables properly and then the web plugin tries to access it afterward. It's somehow crashing your server?
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Posted Jun 29, 2015@RegalOwl I posted a ticket about an error occurring on disabling the plugin. There is a null pointer exception in the getPercentageChange function. It is causing a crash. https://github.com/RegalOwl/HyperConomy/issues/82 I was wondering if this is fixed in the latest development builds or not?
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Posted Jun 28, 2015@TheBlackBeltPanda
Yep. I guess I missed that in the last update. Thanks for letting me know. I'll create a ticket for it.
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Posted Jun 28, 2015@Jameshobbs
Server shops don't have a simple mechanism to allow only buying or selling. The easiest way around this is to just use player shops instead. In the future I'll eliminate server shops since player shops, as of the last few versions, should be able to do everything that server shops can and more.
So essentially make a player shop and set it up how you'd like it. Change the status of items between buy only/sell only/both, link it to the proper economy etc. To make the shop act like a server shop, meaning it will use the economy's stock levels and not its own, use the /ms stockmode toggle.
It is possible to do what you want with admin shops but you have to enable the "per-shop-permissions" option in the config. This will require all players, except admins, to have the proper permissions to use each shop. hyperconomy.shop.* will give permission to use all shops; hyperconomy.shop.[name of shop] will give all permissions for the specified shop; hyperconomy.shop.[name of shop].buy will give buy permissions for the specified shop; hyperconomy.shop.[name of shop].sell will give sell permissions for the specified shop
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Posted Jun 28, 2015@TheBlackBeltPanda
It's possible. I'll have to do some testing when I get a chance. I've been very busy recently but I'll try to find some time to work on this.
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Posted Jun 27, 2015Can you add frameshop images for the 1.8 blocks/items?
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Posted Jun 27, 2015Hi, love the plugin, but am having issues navigating your documentation.
How do I modify the status of an item for the admin shops. I have an item that can be traded (buy/sell), but I want to make it so you can only buy the item and not sell. I've read through all the documentation, but cant seem to figure it out!
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Posted Jun 22, 2015@RegalOwl
Running a BungeeCord setup but UUIDs are verified and passed on, so they're authentic. Looking at the errors, the plugin seems to be trying to apply the starting balance to players after they change their username but fails due to the UUID already existing in the database. Think this could have something to do with it?
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Posted Jun 19, 2015@RegalOwl
Thanks
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Posted Jun 19, 2015@Fritz2456
The only difference between the two version is [Lite] doesn't have the GUI editor. The editor just allows you to change settings easily on a HyperConomy database. (Double click HyperConomy.jar to run it.) Other than that they are identical.
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Posted Jun 19, 2015@Baddassoverlord
That's a good idea. I can look into adding that.
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Posted Jun 19, 2015@TheBlackBeltPanda
User name changes should be working. I can look into this again. Are you running anything unusual such as BungeeCord or offline mode? I'm also not sure what could cause something to change after 7 days. HyperConomy has no long running tasks other than price history.
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Posted Jun 19, 2015@Sean_Amor
It looks like the error was cut off. From what is there, though, it looks like the problem may have been caused by Essentials Economy? If you're getting this repeatedly I'd suggest trying a different economy plugin to see if you have the same result.
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Posted Jun 19, 2015what's the difference between [Lite] and the non-[Lite]? which is better in terms of performance?