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 11, 2012@Etsija
That error is not related at all to InfoSigns. It's caused by the web page. Did you use /reload or /lockshop and /reloadfiles when editing the signs? I will soon add a check that should prevent that error from spamming. It's somehow caused by the plugin's active data not loading properly, which may be related to /reload or /reloadfiles.
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Posted Sep 11, 2012@Etsija
Those tax commands have all been combined into the /settax [type] [percent] command. I just need to update the command page.
Also, I'm not sure why you think there is a bug in the twoDecimals() function. It's an extremely simple function.
Where is the photo showing the rounding error? It may be a bug somewhere else, perhaps.
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Posted Sep 11, 2012@RegalOwl
Hmm that really funny - the command tells me, that I'm running Version .945... I don't understand that though, since I downloaded the latest file this morning and updated it... will try that again and check if that works.
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Posted Sep 11, 2012@Sadragos
I duplicated your settings exactly on a fresh server install and it functions as expected. The prices I get are as follows for a diamond with the same settings as the one that you reported:
Money: 0 -> 4.838,71
Money: 25.000 -> 4.354,84
Money: 50.000 -> 3.870,97
Money: 75.000 -> 3.387,10
Money: 100.000 -> 2.903,23
Money: 150.000 -> 1.935,48
Money: 200.000 -> 1.935,48
Money: 210.000 -> 1.935,48
Money: 220.000 -> 1.935,48
Money: 230.000 -> 1.935,48
Money: 240.000 -> 1.935,48
Money: 245.000 -> 1.935,48
Money: 249.000 -> 1.935,48
Money: 249.998 -> 1.935,48
Money: 249.999 -> 1.935,48
Money: 250.000 -> 1.935,48
Perhaps double check that you're running version .948? You can type /version HyperConomy in game to check. The bug can only be in getSalesTax(), as it's the only place that sales tax is calculated.
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Posted Sep 11, 2012RegalOwl, I'm using your fixed plugin version, but once I fixed the erroneous wool sell/buy signs, now my console is spammed with these Java errors:
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Posted Sep 11, 2012@Sadragos
There is at least a rounding bug in using twoDecimals() function in RegalOwl's code. As a result, twoDecimals() doesn't always return a correct value. I have told about this and provided a picture to prove it. I hope the function gets fixed, and possibly helps you too in your problem with dynamic taxes.
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@RegalOwl: /setinitialtax, /setstatictax, /setenchanttax, /setsalestax commands do not work at all, they return an "unknown command" message. Intentional?
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Posted Sep 10, 2012@RegalOwl
Jap - just downloaded it again, cause I wasn't that shure. but still the same. I've also looked at you code, which seems to work correct - so the getSalesTax() should not be the Problem.
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Posted Sep 10, 2012@Sadragos
Are you running version .948?
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Posted Sep 10, 2012I still have a buggy dynamic Tax sadly. I've the following settings for it:
Now, when someone got exactly 250.000 money or above everything works fine and you must only pay 50% tax. However, when you have for example 249.999 Gold you will not get any money at all. And, if someone hast 0 Gold he'd still have to pay a small amount of money, which I think might have to do with some floatingnumbers.
Here is some output that might help you:
Here's a Link to some more Detail: https://www.dropbox.com/sh/5vqr0vzdn9ql4iw/KoGp-WuPCq#f:verlauf.png
Hope you can get that fixed soon, as this is actually a really great feature!
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Posted Sep 8, 2012@DarkMegiddo
It's probably easier to just remove all the items from your shop and then add them back in with /ri all [shop] and then /ai [name] [shop] Or just define your own item category and add that to all the shops you make with /acat [name] [shop] Categories are by far the easiest way to add and remove items from shops, much easier and less messy than manually removing them from your yml files or SQL tables. If you make some really nice categories I'd be happy to include them in the plugin.
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Posted Sep 8, 2012@ryanthemagi
I can't reproduce this. Are you running the latest version? There was a bug a few version ago that could have caused this.
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Posted Sep 8, 2012@linwetalion
I could eventually integrate my own economy plugin into HyperConomy, but that is a low priority at the moment. I need to finish the API and add some other features first. Partial stock and various tax options are things I hope to add soon. But I can add that to the todo list. It would be nice to have an all in one plugin that can manage everything.
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Posted Sep 8, 2012@LukeHandle
I do like the idea of permission based taxes. I'll add it to the todo list. :)
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Posted Sep 8, 2012@Sadragos
I think that for the "default economy" message to show up you have to be using SQL, correct? If you are using SQL then that message is necessary since there can be multiple economies. Reverting to YML will remove the economy message. You could also just rename your economy to something else, such as "server", for instance. Perhaps I could add a configuration option later as well.
The notifications that are currently in HyperConomy were never designed for players; it was meant to be an admin tool mostly. I can work on designing a new notification that displays price changes; that's a good idea.
Dynamic tax should be working well now. You can already find out how much tax you have to pay by finding the value of an item with /value or /hv. It will display the total cost and the amount that will be spent on taxes. If you'd like to find out the actual percentage of tax it's simple division. Just divide the amount of tax that the /hv or /value command displays by the total amount of money paid. The tax rate will change with every individual item purchased/sold, so displaying a theoretical tax rate for dynamic taxes wouldn't be particularly useful since for purchases of more than 1 item it won't be accurate.
Thanks, I plan to keep adding new features. :)
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Posted Sep 8, 2012Is it possible to remove items from being able to be bought/sold?
On the server I'm working on, we want to restrict global/zone shop sales to basic material items, not any crafted or rare items. Simply editing out the items from the items.yml just causes the file to default. Just not sure if I missed something, or if it's not possible at this time.
Edit: Know the remove item command now, kept missing it...the above can be ignored. A setting to have a way to set specified items to be able to be bought/sold to a shop by default on creation of a zone would be useful, rather than a new shop always having all items able to be bought/sold at start.
Maybe an option like this in items.yml for each: default_salable: true/false
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Posted Sep 8, 2012Maybe this has been addressed, but some members of my community have discovered an exploit. I'm using the default config (mostly) and whenever someone sells the 16th item of a particular wool (in this case lets say limewool), that person makes a ton of money. So for example, if there are 18 lime wool in stock and I sell 1 limewool. it will sell for about $19 and now there are 17 in stock. If I sell it one more time, it will pay me out $368.29, thus bringing the stock down to 16. At that point, I can buy limewool and resell it and make an infinite amount of money. Any idea why this happens?
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Posted Sep 8, 2012RegalOwl, a splendid plugin. Do you plan to make it a complete all-in-one economy plugin? For us being able not to use "An economy plugin such as BOSEconomy, iConomy... etc"? Would be splendid. In fact at the moment (since iconomy is dead) there's no stable and complete economy plugin. Especially if we consider it to have banks system and multi currencies.
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Posted Sep 7, 2012@RegalOwl
I'm trying to think how having two dynamic economies would work... The main issue is, we want VIPs to get a better price always. Hence I thought about the tax idea - default players are taxed 3%, then VIP is taxed 0%.
I like the idea of easy price changes (not having to change signs!) so I expect we'll use static prices and use per-shop perms for the moment.
I hope you do implement permission based tax as I can't really see another way of doing it :P Though I do understand it may require a fair amount of work, so I just thank you for creating something this awesome already.
Thanks!
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Posted Sep 6, 2012@Squeaky369
Yep, the only thing I'd recommend not doing is deleting items from your default economy.
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Posted Sep 6, 2012@RegalOwl
Hey, love the mod. Quick Question though, I am using the SQL, is it safe to modify the values in the sql items, such as value, stock, start price, ceiling and floor?
Thank!