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 24, 2012@RegalOwl
It seems that Cookie doesn't work anymore, but if someone does "COokie" or any other variation they can still sell items they shouldn't be able to sell.
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Posted Nov 24, 2012@on3fifth
I removed /reloadfiles. The commands page just needs to be updated. The replacement for /reloadfiles is "/hc disable" followed by "/hc enable". I'll update the commands page.
EDIT: K, the commands page is updated.
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Posted Nov 24, 2012Anyone else having issues with /reloadfiles I can not seem to use it at all.
I am op and have the perms so yeah not sure whats up 100%
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Posted Nov 23, 2012@Wonkee
I'm away from home currently and can't test this. Could you try the latest dev build and see if this is still an issue?
Here's a direct link: https://buildhive.cloudbees.com/job/RegalOwl/job/HyperConomy/56/regalowl$hyperconomy/artifact/regalowl/hyperconomy/0.956-SNAPSHOT/hyperconomy-0.956-SNAPSHOT.jar
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Posted Nov 23, 2012@Wonkee
Sounds like a bug. I'll take a look shortly.
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Posted Nov 23, 2012If I remove all items from a shop and a player does /sell Cookie (capital c) they are able to sell that item anyway. If they use /sell cookie, it says the item cannot be sold. I'm not sure if I'm doing something wrong or if this is a bug.
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Posted Nov 23, 2012@RegalOwl
Cool! Thanks for all your hard work!
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Posted Nov 21, 2012@TheFamousFlyingDutchman
The correct notification should be sent in the latest dev build.
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Posted Nov 20, 2012@TheFamousFlyingDutchman
Ah, looks like it's currently using the SQL one. I'll switch it to the other in an update. For now just edit the SQL_NOTIFICATION line.
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Posted Nov 19, 2012@RegalOwl
I updated to the latest version and no problems so far. Thanks for the tip on the language file. It's just nice to have another name for my economy. However, in the language file I see SQL_NOTIFICATION and a NOTIFICATION line. The SQL one has a variable for displaying which economy is being referred to, the other one has not. I do not use SQL so shouldn't I see the normal notification in stead of the SQL one?
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Posted Nov 19, 2012@TheFamousFlyingDutchman
Try the latest development build. A new build will be released soon as well which adds some additional security to item displays. Let me know if you encounter that bug again with version .956
I don't think that it's possible currently. What do you want to change it for? If you don't want the notifications to say the default economy just edit the language file. You can can make it say whatever you want. The one you'd want to edit should be "NOTIFICATION"
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Posted Nov 19, 2012Really love this plugin!
I found a bug that appeared to me twice. I created a few display items with the /makedisplay command and after a while I could pick up 36 items of the display I made. I walked away with 36 free iron, gold, redstone, lapis and diamond! Another time it was 7 items of each. The display items re-appeared when I made another display item. I use v.955. Unfortunately I am not able to reproduce the bug at will...
Another question: Is it possible to change the name of the default economy in yml mode?
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Posted Nov 17, 2012@Shvesley
Thanks, glad it's working. :)
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Posted Nov 17, 2012@RegalOwl
Yep, everything works great. Thank you for your help. Keep up the good work!
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Posted Nov 17, 2012@mrchasez
Sorry for misinterpreting, it was just frustrating and I was having a bad day. Hope things are working for you now. :)
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Posted Nov 17, 2012@RegalOwl
Alright, I'll try it out! Thanks, mate.
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Posted Nov 17, 2012@RegalOwl
I wasn't accusing you of adding them.
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Posted Nov 16, 2012@Shvesley
Ah, well iConomy is your problem then. GoldIsMoney is conflicting with iConomy. GoldIsMoney is an economy plugin, so you can't use iConomy as your economy plugin if you want to use GoldIsMoney. As far as I know at least, Vault can only integrate with one economy plugin at a time.
GoldIsMoney should say that GoldIsMoney is your economy provider if it's working properly.
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Posted Nov 16, 2012@chrisk123999
This is fixed in the latest development build.
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Posted Nov 16, 2012@RegalOwl
When I used /goldismoney test it said the Economy provider was iConomy 6, so I believe Essentials Econ is not messing with things. I added 1000 to hyperconomy, but when I sold something to a shop, my balance remained the same.