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 Aug 25, 2012@Keselo1
Could you post the full stack trace of that error into a ticket? It will help to figure out what's going on. What version of Craftbukkit are you running, or is it Tekkit?
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Posted Aug 25, 2012Would it be possible to get a copy of the html / php code used to generate the webpage. I'd like to use our Apache server instead of using Bukkit for the web page.
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Posted Aug 25, 2012@nrkid9
Watch the second video.. http://dev.bukkit.org/server-mods/hyperconomy/pages/videos/
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Posted Aug 25, 2012It doesn't seem like any transactions are having any effect on the total price of the items I'm trading on my server. The configs are set to static: false but it doesn't change unless something is bought. The /setvalue command didn't seem to work, either.
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Posted Aug 24, 2012I'm getting a lot of errors when trying to buy items at a region shop. For example when trying to buy dirt I get a message "You have 0 room to buy dirt!" And a red error message pasted on my screen "Hyperconomy ERROR #33" . This happens with most items. Regardless of inventory space.
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Posted Aug 24, 2012@Glac1er
AS I did :)
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Posted Aug 24, 2012@Sadragos
Thank you, thats perfect for my server! I am upgrading from dynamic economy.
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Posted Aug 24, 2012I've another Question: I've granted my users the notify permission (using PEX) but they seem not to get notified at all. How can I enable notifications for everyone?
@Glac1er The money goes directly to the owner of the chest.
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Posted Aug 24, 2012Question does the chest shops allow when people buy the stuff in someones chest, the money goes to the player that created it and stocked it?
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Posted Aug 24, 2012@Sadragos
See the config file, "require-chest-shops-to-be-in-shop: false" should do it for the chest shops.
Otherwise, you can also buy and sell with the transaction signs, and they do not need to be inside a shop.
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Posted Aug 23, 2012Hi RegalOwl,
I'd like to use your plugin on my server, because it's the most recent shop I've found and I really like some of your ideas. Unfortunately I used another shopplugin before for a long time, where users were able to buy and sell everywhere. Is it possible, that you add an option to enable a worldwide shop, so that you don't need to be in a shoparea to buy/sell stuff?
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Posted Aug 23, 2012@RegalOwl
Hey Regal, sorry to bother you again. I'm having trouble with chest shops. When trying to use one players get "you only have room to buy 0 dirt!" regardless of how much inventory space they have. This is for a buy chest. The same message occurs when using economy shop regions for some items.
I also get an error pasted on my screen in red "Hyperconomy ERROR #33"
I have set all the permissions for shops regions, but when a player tries to create one it says "unknown command" even they they type the correct command . I seem to be the only one able to create one.
Any help would be great, cheers =]
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Posted Aug 23, 2012@RegalOwl
Awesome, thank you very much =)
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Posted Aug 23, 2012@RegalOwl
Hahahah. I am now. Thank you again for your help. And yes, I am a HORRIBLE admin. :)
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Posted Aug 23, 2012@Rizzent443
Are you using version .945?
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Posted Aug 23, 2012I'm having a problem when the median value and the stock value are equal to each other. The buy and sell functionality works correctly, however when the median value for an item matches its stock value, the next sale of that item allows the user to sell it for a ridiculously high price. I haven't been able to determine where the multiplier comes from. I've changed the item between static and dynamic, and it still has the same problem. Before I submitted a ticket, I wanted to see if anyone else has experienced this problem. Has anyone else seen this issue?
Ex: Apple:
Value: 10 Static: true starticprice: 10 Stock: 10000 Median: 10000 Initiation: false startprice: 10
When I buy and sell this item it works perfectly, however when Median and Stock = 10000 the sale price for apple is $2600. After that sale, the price goes back to 10.
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Posted Aug 23, 2012@ryvix
K, I'll look into it.
EDIT: After looking at the code for a bit, I see the problem you were having with a damaged wooden pick. The current API methods won't work with damaged items yet. I'll fix that soon.
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Posted Aug 23, 2012@Keselo1
By static I'm guessing that you mean they're using initial pricing. To switch them to dynamic use /setinitiation [itemname] If you'd like to set all items to use dynamic pricing you can use /setstockmedianall If you literally meant static, use what Etsija said.
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Posted Aug 23, 2012@RegalOwl
I was just wanting to get the buy and sell values of items. I think I figured out how to do that but I was getting an error trying to sell a damaged wooden pick for some reason. It said I was passing a wrong value of -1 but I don't know so I am going to see if I can fix it now.
I am still having troubles with this. I think it's because I am trying to use getTrueSaleValue and it doesn't work with items properly or something. It seems to work ok for blocks though I think.
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Posted Aug 23, 2012@Keselo1
/setstatic works as a toggle, so one /setstatic for your item should do it.