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 Sep 6, 2012@Etsija
That should only happen once. I'll look into it.
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Posted Sep 6, 2012I am using tekkit version and getting error #6 when I try buy some item.
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Posted Sep 6, 2012@RegalOwl
Its me again with some Requests for you great shopplugin: My useres are somewhat irritated by the notification message. I've only one economy and it still say "the default economy...". Could you add the possibility to leave the economy part out, when there ist only one?
Then they don't know, if the Price went up or down, since the notification only has the new price in it. Could you add an option to add change-stats to the notification message? Something like "The economy has 500 dirt (+100) priced at 0.5 (-10%)"? That would be fantastic.
And last, but not least: a /howMuchTaxDoIHaveToPay Command. When using dynamic tax (which is not quite working today, isn't it?) that would be grat to find out, how much tax someone got to pay.
I hope, you continue developing this plugin - its currently by far the best economy plugin there is in my opinion. I'll for sure use it as long as possible (even if you don't implement my requests) ;)
Thanks
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Posted Sep 5, 2012In 0.948: when starting the server:
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Posted Sep 5, 2012@aroeira
I'm not sure it's working currently. I'm going to work on an update soon.
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Posted Sep 5, 2012Thank you for the tekkit version.
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Posted Sep 4, 2012@RegalOwl: by "fatal" I meant that any code leading to endless spamming of error messages to server console is very bad for the functionality of the server. But while saying this, I didn't really mean fatal fatal in a sense that I was fully aware the reason is just garbage SQL history on my test server (local SQL file). Thanks for the tip about dropping the hyperhistory table, I'll do that anyway! I assume the plugin creates a blank one, if one is dropped?
Any idea when you might be bringing the per-economy-tax rates? I would have a very important use for it :)
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Posted Sep 4, 2012@LukeHandle
You can just make multiple shops (assuming your server can use SQL), set the prices to be different in each shop, and then give access to each shop depending on the player. To do this you have to turn on "use-shop-permissions" in the config and then give your players permission to use their respective shops with the hyperconomy.shop.[name of shop] permission node.
I haven't used per shop permissions much, so let me know how this works if you use it. The permission nodes for tax rates is an interesting idea. I can look into that as well.
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Posted Sep 4, 2012We have a VIP shop (in a WorldGuard region entry=deny) which currently offers cheaper items and better sell prices, only for VIPs.
Now, trying to work out how I would implement a similar alternative whilst utilizing HE fully. My idea was players being taxed diff. amounts? But whether that would be exploit proof, I'm not sure.
Of ocurse we could always just put in upper and lower limits then have static prices for the VIP shop..?
How would you go about this? Would you consider adding perm nodes for differing levels of tax?
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Posted Sep 4, 2012@Etsija
What do you mean a fatal error? The fact that the error exists is a problem, but it's likely harmless. The sign code is virtually the same as before; I had just removed a bit that blocked the error from showing up. I put it back in and uploaded .948 so that it won't be visible again. As far as I know it either means your signs.yml file or your SQL history is messed up. I can add a clearhistory command. That would be useful. With SQL it's easy though. Just use SQL commands to truncate the hyperhistory table, or even just drop it while your server isn't running. If you have phpmyadmin it's even easier, just click empty or drop on the hyperhistory table.
I've updated github to .947, which is identical to .948 minus a try/catch block. Feel free to look for bugs :D
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Posted Sep 3, 2012@RegalOwl: could you please keep your GitHub account up to date with HyperConomy? That way, I could read your code and maybe help you in fixing some bugs...:)
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Posted Sep 3, 2012A fatal error in 0.947, related to sb sign bug corrections?
I have a test server which has an exact copy of our production server's world, but the SQL database I'm running for HyperConomy is a local one and not a copy of the actual one. Now, when I go into our sign shop and sell one diamond, I get an endless spam of these:
I suspect these come from the fact that the SQL history of the shops is garbage in my test server - it does not contain the actual historical trading data that our production server contains. Do you have a suggestion what I could do to make HyperConomy with SQL work on my test server as well? Maybe some kind of "flush SQL" command to get rid of the aforementioned error spams?
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Posted Sep 3, 2012@RegalOwl
Well I will see if I can route the item ids in as if they were being held instead of placed on the ground and that might fix the problems I was having. I haven't checked out the API yet closely but I still get the errors since I am obviously checking the items wrong. Also, can you please update your source code? Thank you for continuing to work on this amazing plugin =)
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Posted Sep 2, 2012This looks very promising, :)
Can I group some items together in groups and only sell those in a specific shop? On our server we have dedicated shops for different items. ie: toolshop, foodmarket etc...
We currently use Dynamic Economy which supports this but is creating a lot of lag and other problems so I'm desperatly looking for a substitute.
Never mind, I hadn't read carefully enough to find that of course it supports this :)
Time to convert our economy...
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Posted Sep 2, 2012@RukuTheWolf
Entire world shops is something I will likely add in the future. For now you can just make giant shops by editing your shops.yml file like Sadragos said.
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Posted Sep 2, 2012@aldrigviking
Yep, just import regalowl.hyperconomy.HyperAPI into your plugin and add the latest HyperConomy.jar to your build path. It's not done yet but it already can do a fair amount.
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Posted Sep 2, 2012@ryvix
Let me know if the updated API is working better. I haven't made an external plugin to test it yet, but I will.
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Posted Sep 2, 2012Is it possible to get acces to the API?
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Posted Sep 2, 2012@RukuTheWolf
Simply create a Shop somewhere and edit it in the shops.yml to gigantic size. I've done it this way and it works very well. Though you must do that for every World.
@RegalOwn What about a Broadcastmessage, when something changes from pnitial price to dynamic price? On my server its kind of a game to "bust" prices, since the tax on dynamic items is only half as high. Would be really cool.
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Posted Sep 2, 2012Also, is it possible to disable the shop part, so we can buy / sell from anywhere?