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 Jan 14, 2014Am I missing something? Players are able to sell damaged items back to the shop for full price? There's got to be a config option somewhere to block that right?
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Posted Jan 14, 2014@setzer1411
I can't recommend any bounty plugin (I haven't used one), but this one is reported to work in recent versions of bukkit:
http://dev.bukkit.org/bukkit-plugins/mobrewards/
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Posted Jan 14, 2014@McSpire
@Yani12
Please see the PM I sent you. In it I explain how to get some information I need to solve the issue you've both described. I thank you for your help =)
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Posted Jan 14, 2014I would like players to get money from killing specific monsters. Is there support for this, or can you recommend a plugin that will work?
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Posted Jan 14, 2014@InsomniaCraft
This already exists. Just type "/ms a" and it will add what you're holding. It won't work for enchantments though. Updating categories is one of the last things I know of that I need to do before releasing a beta build. I'll work on it soon.
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Posted Jan 14, 2014@Yani12
For /itemsettings use either /is, /os, or /objectsettings. I've renamed the command since it applies to more than items now.
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Posted Jan 14, 2014Feature request. Typing /additem "hand" or "h" [Shopname] will add the item currently in your hand. Makes it a bit easier :P
And updating the categories to have the 1.7 items (even tho I can do this manually, many others may not wanna) :D
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Posted Jan 14, 2014@shmancelot
Hey there,
Like Yani12, I can confirm, Version 1.3.1 from http://repository-remremrem.forge.cloudbees.com/snapshot/org/grokswell/hypermerchant/hypermerchant/1.31/ did not solve that small Issue. Any other hints what I can try?
Thanks in advance
McSpire
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Posted Jan 13, 2014@shmancelot
Thanks. After updating shops no longer had every item but items still can not be sold via drag and drop. Even if you actually purchase an item from a store and then attempt to sell it immediately it says, this shop does not deal in that item. Would it be easier to just revert to the previous version of hyperconomy/hypermerchant?
Not sure if this is related but was the /itemsettings command removed in this version? as it no longer works.
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Posted Jan 13, 2014@RegalOwl
Thanks a million! Works like a charm. :D
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Posted Jan 13, 2014@Yani12
@McSpire
Please try upgrading HyperMerchant to the latest development build. It is version 1.31. You can find a link in the "Development Builds and Source Code" section of the HyperMerchant project page.
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Posted Jan 13, 2014@McSpire
It is intended that no items are initially tradeable in player shops. If this were not the case players could exploit each others shops and sell all of their junk to each other. This would be amusing but probably not a good idea.
It sounds like you're trying to setup server shops using player shops? Categories aren't really intended to be used with player shops, though they should work. I suppose player shops could be used to make custom server shops that have specific owner accounts, but otherwise it would be easier to make a servershop with the /setshop command.
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Posted Jan 13, 2014@shmancelot
Thanks for the response. /importnewitems worked and imported the new items. Now all of my shops have every single item again. Still unable to sell anything via drag and drop.
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Posted Jan 13, 2014@Yani12
The update does include the new items but there is no way to automatically add them. To add them you have to use /importnewitems [economy]. The reason for this is some servers will not want to immediately add new items.
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Posted Jan 13, 2014@konvett
@shmancelot
It actually is possible, but I haven't tested it in a while. Let me know if you run into any issues. Just set use-shops to false in config.yml. This should make everywhere on the server accessible to shop commands.
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Posted Jan 13, 2014Hi there,
I just Installed Hyperconomy, Hypermerchant and Essentials on my Bukkit Server which uses the latest development Build. I have the same Problem like Yani with, that you are not able to sell stuff via Drag and Drop.
Using: "/importnewitems economyname " Did not help, instead of helping, one player-shop got rid of a few items and I had to set it up for categories again. Also the Playershop do not buy stuff, only when I update the Status for every single Item via "/hmerchant status [Name] trade". I do not know if that is intended, when you have set up categories.
Cheers McSpire
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Posted Jan 13, 2014@konvett
You could set your shop to encompass your world. Use /setshop p1 at bedrock and p2 at the top of the map in opposite corners of your world.
Beyond that, I believe the feature you seek is not currently available. Perhaps it can be included in a future build as another command, /globalbuy or /gbuy or something.
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Posted Jan 13, 2014@Yani12
To bring the new items into your database, use the following command once for each economy on your server:
/importnewitems economyname
As for your categories.yml file, if you will message it to me, I should be able to work something out.
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Posted Jan 12, 2014Hey,
Just updated to the latest hyperconomy and hypermerchant from the previous versions. After restarting the server every store that had been created prior now sold every single item and enchantment. I removed items from all stores and added each category back one by one. Now players can purchase items but can no longer sell them to stores via dragging them into the hypermerchant interface. It seems to be using the old names for items as listed in the category file but attempting to sell them as per the new item names.
Is there any way to fix this? I don't really want to have to add items one by one.
The update also didn't include the new items. Whilst they are listed in the yml file when I try to get a value on them in game, it says the item or enchantment is not in the database. Thanks for any help.
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Posted Jan 12, 2014@shmancelot
I appreciate the response. I'm trying to replicate something I saw on divinitycraft (DivinityCraft.dyndns.org) which simply allows someone to type /buy or /sell and they can do that from anywhere, without a graphical interface.