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 26, 2012Ah I see what the problem is with leaves. If you gather them with silktouch they have data values of 12, 13, 14, and 15.
Is it possible to add multiple data values to an item by any chance?
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Posted Sep 25, 2012@Etsija
I experimented with a lot of different equations when designing the pricing engine. Perhaps there is a better one out there somewhere, but it may be rather complex. Feel free to throw out ideas. :) The one feature that I definitely wanted the pricing engine to have was dramatically accelerating price changes as the stock approached 0 or infinity. I didn't want the change to be linear. A hyperbolic equation seemed to satisfy these requirements since the graph would accelerate towards the asymptotes. I stuck with the hyperbolic equation y = 1/x for its simplicity and elegance. Logarithmic equations or piecewise logarithmic equations that I tried caused abrupt price changes or didn't offer equivalent asymptotes when approaching 0 stock or infinite stock. (And thus it would be possible to sell the shop out of items since the price would not spike to near infinity when purchasing the final item in the shop.) The median*value part of the equation was added as a way to scale both the x and y axis of the graph proportionally. The larger the median*value factor, the longer it would take for the graph to get near the asymptote and the more slowly prices will change. The stock tends to cancel out the median in the equation since they are of the same order of magnitude, while the value factor will more significantly change the price. (Since multiplying it with the median increases the order of magnitude of the top part of the equation.) When the stock is equal to the median, you can see that the two will cancel out and the price will be equal to the value. And thus, if the prices are set correctly, the stock of an item will tend to balance around the median value.
The actual relative pricing on the server isn't perfect. Feel free to request pricing changes. I think emeralds are significantly undervalued at the moment, for instance. I'll increase their value in the next version perhaps.
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Posted Sep 25, 2012@RegalOwl
From the code I see that the equation for setting the prize is actually
prize = (median*value) / stock
I understand the prizing curve is thus of the form y = a / x where a=constant. Could you elaborate a bit your logic for setting a = (median*value)? Our players have a hard time understanding the relative prizing of some items on our server.
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Posted Sep 25, 2012@RustyDagger
I could include both in the next release. When starting a server, though, both the initial price and the actual price will be the same minus taxes. If a server has been using dynamic pricing long enough to hit dynamic mode, why would they want to switch to static suddenly? I'll add that as an option though. :)
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Posted Sep 25, 2012@regalOwl
How would copying the Starting prices help Should it not copy the current price of the item aka after the stock has taken its effect.
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Posted Sep 24, 2012@SeanBrockest
Ah, I see what you mean. I will adjust the /setstaticall command to include a new mode that copies all initial prices. I'll link you to a dev version once I'm finished.
Try this version: https://dl.dropbox.com/u/72185894/hyperconomy-0.950-SNAPSHOT.jar
To copy all initial prices to static use "/setstaticall copy"
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Posted Sep 24, 2012@RegalOwl
That wont work, given that the static price for dirt, diamonds, and most other things are the same. Even if the /scalebypercent command did all items at once, I dont want all items the same price
So after converting to static pricing, i still have to set my prices 1 by 1? Thanks but no thanks.
Your initial pricing is awesome, all we need is one of the following
1) when static pricing is turned on, it takes the current prices AS the new static pricing.
OR
2) an items.yml file which has better static pricing from the start.
I'm willing to help you with #2 if it's the path you think is best taken. But since you obviously know more about programming, i thought you might be able to write a quick parsing routine to do it quicker. items.yml is in sections 15 lines long, all your program would need to do is
isolate each 15 line segment
scan to line 15
start reading at character 17, and copy all characters to the EOL
scan to line 8
write the previously copied characters starting at character 10
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Posted Sep 24, 2012@SeanBrockest
/setstaticall should not affect pricing. If you'd like to adjust all static prices use /scalebypercent staticprice [percentage]
200 percent will double the price, 50 percent will cut it in half ect
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Posted Sep 23, 2012@RegalOwl
When you use the /setstaticall command, will it copy the pricing, or just leave it at 1 which is in the .yml file?
As it stands right now, /setstatic on any item will make it's price a static 1, which means you need to then manually change it's value. Giving a /setstaticall wont do much, because you will still need to set all your prices manually.
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Posted Sep 23, 2012@Jwoolley
You can't use an sb sign for that, but a transaction sign does exactly what you describe. Just set it up as this:
line 1 = item name
line 2 = blank
line 3 = "[sell:buy]"
line 4 = quantity
Version .950 should be released shortly. Bukkit is just taking a while to approve it. It has the new /setstaticall command which can set all prices to dynamic or static. To set them all to dynamic you will use "/setstaticall false"
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Posted Sep 23, 2012Is there a way to get it set up so people have to left and right click to buy and sell to a sb sign?
Also is there away a can change all the items from static to dynamic with 1 command or do i have to go through each one and change itself?
Thanks
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Posted Sep 22, 2012@WC_Shill
Try the normal version .949. I've heard someone say that it works with Tekkit and it seems to be working fine as I test it right now. Let me know if you find any bugs. :)
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Posted Sep 22, 2012Is there a version of Hyperconomy that works with tekkit 3.12? I downloaded and installed the Tekkit Compatible Version (v2) and it works partially. You can sell to it but not buy from it. It gives ar error #6 when you try to buy.
Tekkit 3.12 uses bukkit version 1.2.5-R4.1
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Posted Sep 22, 2012@RegalOwl
Thank you :)
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Posted Sep 20, 2012This went pretty well, except that in items.yml, the staticprice for all items is 1
On sunday i'm gonna see if i cant dig up a way to parse the items.yml file and copy all the default pricing to the staticprice
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Posted Sep 20, 2012@RegalOwl @Etsija
Thank you guy so much, this will be exactly what i need!
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Posted Sep 20, 2012@mrchasez
It should be. I haven't tested it directly though. HyperConomy's built in chest shops appear to use a different sign format.
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Posted Sep 20, 2012@Wppvater
There are not per category or per item permissions yet. But you could use multiple shops and only sell certain items/categories in each shop, giving certain players access to certain shops. To do this enable use-shop-permissions in the config and then give players access to your shops with hyperconomy.shop.[name of shop]
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Posted Sep 20, 2012@SeanBrockest
Currently there is no instant way to set all items to static pricing with one command, however, I will be adding that soon in one of the next updates. The same is true for infinite stock when using static pricing. Everything else should be possible with the /scalebypercent command. For now you could just set all items to their median with /setstockmedianall. This will give a large amount of stock to all items. What Etsija said will work just as well.
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Posted Sep 20, 2012Is this compatible with ChestShop?