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 Nov 16, 2012@Shvesley
It seems like the latest version of Vault, GoldIsMoney, and HyperConomy all work together. You might have to give the HyperConomy account some additional money if you're just starting. You can use /setbalance hyperconomy [amount] for that. I'm not sure why that is exactly. It might work to also just restart your server once after installing all the plugins and running them one time.
Also, it seems that Essentials Economy and GoldIsMoney can conflict. I had to disable Essentials to get it working.
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Posted Nov 16, 2012How can I get this to work with GoldIsMoney?
Thanks, -Shves
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Posted Nov 16, 2012@chrisk123999
Yep, it seems there is some sort of bug with 2 line names and sb signs. I will look for the bug when I get off work.
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Posted Nov 16, 2012Currently I'm having trouble with a few of the signs. I made a info sign with the following and it doesn't work:
Line 1: chainmail
Line 2: chestplate
Line 3: sb
It doesn't update to the info sign, however if I replace "sb" with stock it works fine. This happens with a few other 2 line item names as well with the "sb" line.
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Posted Nov 15, 2012@kamuzai8
Yep, just put the price with the currency symbol on the top line. With that set, everything in the chest will buy/sell for the price specified on the top line. If you don't specify a price on the top line, everything will just default to the current market value. When setting custom prices, it might be a good idea to make a chest shop for each item you'd like to trade.
Here's an example:
Line 1 = $150
Line 2 = [Trade]
Line 3 = blank
Line 4 = blank
This will make a chest that allows items in it to be both sold and bought for $150 each.
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Posted Nov 15, 2012Is there a way for players to set the prices of their items in their [trade] chests? Or does it just take the price from the globalshop economy?
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Posted Nov 15, 2012@RegalOwl
Ah that was it. Thank you for your help. I think I am getting the hang of this plugin after all.
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Posted Nov 15, 2012@kamuzai8
Yep, the way to control it is with taxes. If you want the buy price to be higher than the sell price just set the purchase tax to be much higher with /settax purchase [percent]
For instance, if you'd like it to be similar to when the stock is at 0, set the tax to be 100%. This essentially means that buyers will pay double the actual value. Using your example, after setting the purchase tax to 100%, stone will again cost $12 to buy.
The reason that it is so close after reaching the hyperbolic curve is that it switches from initial tax to purchase tax. The two modes have separate tax rates and by default initial tax is set at 100% and dynamic tax at 3% I made initial tax high to discourage buying and encourage selling while the item is in initial mode.
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Posted Nov 15, 2012Maybe I am incompetent, but I cannot seem to get this plugin working the way I want it to.
With a fresh install stone prices are S:6.0 B:12.0
This is great, but when I do /setstock stone 5000. The price suddenly goes to: S:6.0 B:.618
Why does this happen? I feel the Sell price is too close to the Buy price when it reaches the hyperbolic curve. Is there a way to control this? Thanks.
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Posted Nov 15, 2012@kamuzai8
It was a bug. Update to .955
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Posted Nov 15, 2012I am an op and the /hc buy/sell/info/params do not work. Why is this? Thanks
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Posted Nov 15, 2012@mrchasez
Literally the first line in the feature section says that this plugin supports all enchantments. The /ebuy command is also clearly listed in the commands section. It's your fault for not reading, not mine for adding a feature to the plugin. Enchantment trading and the /ebuy command have been in the plugin since the first release.
Additionally, did you not update to .954? That duplication issue was resolved, as far as I know, in .954. Again, it's your fault for not updating and/or reading. Perhaps instead of accusing me of intentionally adding a major duplication glitch you should just report bugs or, even better, submit pull requests and fix them?
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Posted Nov 15, 2012@RegalOwl
Once again, This plugin causes more major economic issues. Last time it was the enchanting shit, now this time you added a major duplication glitch.
Make a display case with a diamond.
1. Drop a diamond on the floating display diamond.
2. Pick up both diamonds
3. Diamond respawns
4. Rinse and repeat
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Posted Nov 12, 2012@Etsija
Yep, it's called "witherskeletonskull".
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Posted Nov 12, 2012@mrchasez
You should also set your sales tax to 0 with /settax sales 0.
Does your economy not support partial dollars? It could just be rounding up to the next dollar. The 5% sales tax + an uneven dollar amount for the sale value could result in the $4 dollars if your econ plugin is rounding.
You can also remove enchantments from your shops by removing the enchantment category with /removecategory.
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Posted Nov 11, 2012Is trading of wither heads supported by HyperConomy?
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Posted Nov 11, 2012@RegalOwl
I did that, buying an ironingot is $5 but selling is $4 , shouldn't the four be more like $2? Also.. that /ebuy command ruined part of my entire economy.. we had no idea about selling enchanted items or buying them for that matter.. So some people had $100,000 Plus Dollars (A ton of money in our server) really quickly. We have since removed the stuff in the enchated file.
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Posted Nov 11, 2012@mrchasez
It looks like your initial tax and purchase tax are currently at 25%. To make the price to buy double the sell price (as in your example), you will want a 100% tax for both initial pricing and standard pricing. So to set both the initial and purchase tax to 100% you would use:
/settax initial 100
/settax purchase 100
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Posted Nov 10, 2012@RegalOwl
Currently we have taxes set so the price to sell something is less then the price to buy something (For obvious reasons).
I want to increase this though (and i don't remember how)
If "stone" was priced at 10 Aria to sell, and 20 Aria to buy what setting would we have to change, and how much tax?
Here is our config: http://pastie.org/5359245
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Posted Nov 10, 2012@RegalOwl
alright thanks ill do that next time instead XD