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iconomy's Issues

'ARM_SWING' exception

2010-12-02 14:36:20 [SEVERE] Exception while calling plugin function in 'class iConomy$Listener' while calling hook: 'ARM_SWING'.
java.lang.NumberFormatException: For input string: ""
at java.lang.NumberFormatException.forInputString(NumberFormatException.java:65)
at java.lang.Integer.parseInt(Integer.java:504)
at java.lang.Integer.parseInt(Integer.java:527)
at iConomy$Listener.onArmSwing(iConomy.java:4894)
at PluginLoader.callHook(PluginLoader.java:513)

log shop purchases

I'd like to see shop purchases logged (ideally to SQL), so I can see what people are buying and generate statistics.

Cash limit per user.

the only thing to make this perfect on our server is a hard cap per user of max cash they can have.
or even just a max cap they can get from sign shops is all we REALLY need to solve the issue of the rich getting richer (since we have a closed economy..I am the 'global shop' with my shop signs.

Multiple Shop Database Entries Problem

We've noticed that when a shop is created at location A, taken down and placed at location B, a NEW shop is created in the database. This has caused us to increase the max-shops value to a very high number.

I propose that a method to automatically purge old shops from the database if the entire shop is taken down.

price-setting ideas

I'd like the shop to automatically price things for me based on demand. So here's a couple of ideas to that end.

  1. inventory-based. Price set based on amount of item in stock. More item = cheaper price, less item = higher price. Since we don't have inventory, though:

  2. demand-based. Price goes up when someone buys a stack from the store, price goes down when someone sells a stack to the store. If for every stack of anything, the price went up or down by one coin, I think it would balance out pretty fast. Initially, people would (for instance) buy diamond really fast, until the price topped out, but to get coins to buy diamond, they'd sell other commodities to the store, which would lower the prices for those commodities down to their base value. I'd probably set the initial price to something like 100 coins per bundle, and increase it by one coin for every purchase. Easy-to-get commodities would drop in price fast as people tried to get coins to buy diamond or other valuable materials, and hard-to-get commodities would rise in price.

Store-sell price could just be a multiplier of store-buy price. I would want store-buying price to be less than store-sell price (.9?) so that the store turns a "profit".

I think 1) would be best, but 2) would be fine if the incremental price were set low enough.

Sign duping issue

[17:30] Okay so the bug is this: If you rightclick a sign shop to sell an item, and you either place it on the sign when you click it, or drop the item as you click, it will put an item in the stock, but you will also throw/place the exact item you put into stock, thus duping it

Sign shop exploit + chest in bedrock

Bug is the bug I talked to you about earlier about the chest popping up which I never really had any proof for. I now found what was causing it:
It happens whenever you have to similar shop signs and try to destroy one of them.
http://i.imgur.com/eU7Pll.jpg

A chest pops up beneath it (replaced bedrock) with 3 stacks of sponges. Note that it originally were 256 sponges (4 stacks), I didn't notice this the first time I tested, but the second time I saw that it deletes one stack for some reason. If you then try to use the other signs they get blank and resets.

http://i.imgur.com/RIOlhl.jpg

Sign shop exploit!!

Massive exploit in sign shops, ANY authorized user can make signs with another user's name on it, and sell/buy items in their name. Create a sell 1 dirt = 1000000 Coin sign, sell 1 dirt, KACHING.

Item Identification Command

Could you include a command that is basically the equivalent of /shop [item] only it identifies the block in your hand?

For instance you could type '/shop what', and it would tell you what the item you were holding was called in the database, as well as the buy / sell rates.

Sign Protect - Also Protect Block it's Attached To

The problem I noticed is that even though the sign is placed, the block it's placed upon is NOT protected. Once the block is broken the sign pops off and the shop is destroyed.

It would be highly appreciated if you could fix this.

Console shop commands for supply & demand

Seeing updating the DB live while supply & demand is running seems/is a bad idea, could we get console commands which can do this?

I would like to use this feature to generate random events, so e.g.

shop buy bread 2000

Would make the console/server spike up the bread pricing, imitating a famine. Using console commands would allow me to create a script to do this on random items in the iBuy table for example.

/money text garbled

I don't discount the possibility that I've screwed something up here but I don't see what. After updating to iConomy 0.9.5.6 on my Ubuntu linux server when players type /money they get something like this:
??f[??2Money??f] Balance: ??2(then the money amount)

I'm saving in UTC-8 and tried several variations, also tried the stock file with no mods from me.

Fresh install, property files all blank except settings, also lottery & selling doesnt work.

I was able to fix most of the property files by filling them in with old data (from a previous build) but my selling.properties isnt working, when i put in the data i get a [INFO] iConomy Selling List] Listing failed for selling list. if i take the data back out like it was after install, the shop says no items are for sale or whatever. also when i /shop list buy, its also showing what things sell for when i have data in the selling.properties, dunno if thats meant to be there... (also 2 other people on the hmod forums have been having this issue as well, bluecola & Jokerswild24.

second issue, even as an admin, /lottery doesnt work, it says she grabs my coins, and then it says unknown command.

and also proceeds with:
2010-12-14 04:31:34 [SEVERE] Exception while calling plugin function in 'class iConomy$Listener' while calling hook: 'COMMAND'.
java.lang.NumberFormatException: For input string: "30,263,64"
at java.lang.NumberFormatException.forInputString(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at iConomy.lottery(iConomy.java:3085)
at iConomy$Listener.onCommand(iConomy.java:5114)
at PluginLoader.callHook(PluginLoader.java:490)
at Player.command(Player.java:136)
at Player.chat(Player.java:108)
at ji.a(ji.java:481)
at bh.a(SourceFile:24)
at bi.a(SourceFile:223)
at ji.a(ji.java:45)
at ds.a(ds.java:76)
at net.minecraft.server.MinecraftServer.h(SourceFile:269)
at net.minecraft.server.MinecraftServer.run(SourceFile:210)
at bx.run(SourceFile:484)
2010-12-14 04:31:34 [INFO] globberbob tried command /lottery

When i installed this i only had the RoadWalker plugin, ive installed iConomy many times before, pretty sure i did everything correctly. If you need other info let me know, these issues are not of a serious nature but i figured they should be addressed since i dont know how to fix them and it would be nice to have this functionality. Thanks for the great mod, been enjoying it for quite a while now :)

Let stock return to base value based on decay speed/interval

Ideally, you'd want the data on an item to completely return to base values over time, that's what decay should mean, however, currently decay does not effect stock, but stock DOES effect the speed at which pricing changes when buying/selling. This creates an inbalance which grows worse over time.

Ideally, decay should be returning stock to it's base value over time somehow. Not sure that would make decay have a double effect, maybe it should ONLY do this, or both.

Shop position BUG

Major issue, any moron can just use /shop position and mess up shops entirely.........

Infinite item stack from sign shop

Simple enough: withdraw 200 to 255 items from a sign shop and it'll be an infinite stack. Also applies when the stock is within the range 256x + 200 to 256x + 255.

Stock goes missing after adding extra

When you have a stock of a certain item, when you try to add more, you'll just get the amount in stock what you just added

e.g.
in stock 256 cobble
/store add cobble 10 1 64
then you have only 64 cobble in stock, and not 320.

Thanks for looking into this.

Cheers,

Kip

Errors with plugin reading colours.

The plugin is downloaded from your site. 9.5.6 (the newest as of Nov. 27th)
I edit all the files to be the way I need them.
Then I save the settings.properties as a UTF-8 file like you said.
When I send it to my server host and it gets updated I have issues with the messages.
These Include:

/money doesnt have colours and displays really weird messages.
ex:
????f[????2Money????f] Balance: ????251000 Z
Z is the name of our currency. I have 51000 of them... why is this happening and how do i fix it?

/shop keeps coming up with "Unknown command" but we can still buy things.

Item names on sign shop signs

Perhaps sign shops should use lines 1-3, and then on line 4 the item name could automatically appear, if within a certain char limit or so.

Multiple shop locations

I would like to be able to set multiple global shop positions (as a perk for high ranked Towns)

I guess:

/shop shopname position
/shop shopname unposition

?

mysql

Import the sql tables to the database specified above
mysql -u username -p databasename < SQL/iConomy.sql

can you explain what to do. what do import to where???
(yes im running my server useing mysql not flat file

Please use singleton design pattern

After class initialization, I should be able to do iConomy.getInstance() so I can use public instance methods.

If you can't do that, could you at the very least make iConomy.moneyName static? :)

Shop border

When walking into the area of a shop, it works over the whole z range.

I set my shop to 10 distance, but if I dig underneath it or go over it far, far away, it still sais hello and goodbye.
Is it possible to let it only be on the floor you're on, or a predefined "here starts shop, here stops shop" range? Is it/would it be possible to set the shop size with a tool (e.g. the WorldEdit plugin)

Thanks for looking into this.

Paycheck

Create a system with a paycheck every set amount of time.

Potential issue upgrading to hMod 126. (/shop + text is broken?)

Got the following after the 24th update and hMod 126:

2010-11-25 02:13:44 [INFO] Diskmaster tried command /unloadplugin iConomy
2010-11-25 02:13:55 [INFO] [iConomy v0.9.5.3] Plugin Disabled.
2010-11-25 02:13:59 [INFO] [iConomy v0.9.5.3] Plugin Enabled.
2010-11-25 02:14:02 [SEVERE] Exception while calling plugin function
java.util.IllegalFormatConversionException: d != java.lang.String
at java.util.Formatter$FormatSpecifier.failConversion(Unknown Source)
at java.util.Formatter$FormatSpecifier.printInteger(Unknown Source)
at java.util.Formatter$FormatSpecifier.print(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.lang.String.format(Unknown Source)
at iConomy$Listener.onCommand(iConomy.java:4165)
at PluginLoader.callHook(PluginLoader.java:382)
at Player.command(Player.java:112)
at Player.chat(Player.java:85)
at jg.a(jg.java:395)
at bh.a(SourceFile:24)
at bi.a(SourceFile:218)
at jg.a(jg.java:43)
at dq.a(SourceFile:85)
at net.minecraft.server.MinecraftServer.h(SourceFile:269)
at net.minecraft.server.MinecraftServer.run(SourceFile:210)
at bx.run(SourceFile:484)
2010-11-25 02:14:02 [INFO] Diskmaster tried command /shop stone
2010-11-25 02:14:05 [SEVERE] Exception while calling plugin function
java.util.IllegalFormatConversionException: d != java.lang.String
at java.util.Formatter$FormatSpecifier.failConversion(Unknown Source)
at java.util.Formatter$FormatSpecifier.printInteger(Unknown Source)
at java.util.Formatter$FormatSpecifier.print(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.lang.String.format(Unknown Source)
at iConomy$Listener.onCommand(iConomy.java:4165)
at PluginLoader.callHook(PluginLoader.java:382)
at Player.command(Player.java:112)
at Player.chat(Player.java:85)
at jg.a(jg.java:395)
at bh.a(SourceFile:24)
at bi.a(SourceFile:218)
at jg.a(jg.java:43)
at dq.a(SourceFile:85)
at net.minecraft.server.MinecraftServer.h(SourceFile:269)
at net.minecraft.server.MinecraftServer.run(SourceFile:210)
at bx.run(SourceFile:484)

JSON Logging

Should logging be in JSON or optional? JSON would be easier to parse and understand than the current format, but I wanted to know your opinions / thoughts.

Nobody can stock signs.

For some reason, when using the /stock sign command, I am the only one who can do it, I believe we're doing it correctly : /stock sign 1 50 for 50 rock, but it doesn't seem to be working, even adding the /money permission to my groups it doesn't work.

Chest Stores

I'm not sure if this is possible yet due to server/client inventories, but I have seen other plugin access user's inventories, so it should be do-able.

Rather than using signs for user shops, I think using chests would be more more intuitive and user-friendly. All one needs to do to set up a shop is create two chests, one for selling and one for buying. Any items for sale are placed in the BUY chest so that users can buy directly from it's inventory. An empty SELL chest is created so users can drop their goods into it.

All prices can be adjusted via command line per user store.

A sign placed next to (or in between) these two chests could provide the store_name value for command line editing. When a user clicks the sign, it can either provide price lists or tell them a command to access list pages.

If a user attempts to buy an item that they don't have the money for, it is taken from their inventory and moved back into the chest. If a user sells something that is not sellable, it goes back into their inventory.

Programmer Documentation

Can you please add documentation for explaining how to use the iData class for developers who want to hook into iConomy?

Auction exploit

"Not sure if Doc has reported this yet, but me and him (I was more of an assistant) found a new glitch. If during an auction, you bid an amount, but then send all of your money to someone else, that auctioneer still gets paid the amount which was bid, without charging the bidder."

feature request: long-term auctions

It would be good, even if auctions are location-based, to be able to create long-term auctions, perhaps at a per-hour coin cost. This gives more people the opportunity to bid (rather than whoever happens to be paying attention) and therefore would give more robust pricing and markets. It might also allow for the creation of web-based bidding and buying of items, plus it would allow admins to introduce items into the economy without setting an explicit price.

/auction bid 13 10: bids 10 on auction 13

/auction buyout 13: buys out auction 13

/auction view: outputs all auctions in order, page one.

/auction search string

/auction next (next page of view or search).

Offline player commands

Didn't we have /money Name for offline players? If so, it's broken, if not, request :P

Also, when using /money debit/credit on offline players, no message is returned. /money pay does return a message.

Exception while while calling hook: 'BLOCK_CREATED'.

2010-12-03 13:30:46 [SEVERE] Exception while calling plugin function in 'class SignCommandsListener' while calling hook: 'BLOCK_CREATED'.
java.lang.StringIndexOutOfBoundsException: String index out of range: -1
at java.lang.AbstractStringBuilder.deleteCharAt(AbstractStringBuilder.java:770)
at java.lang.StringBuilder.deleteCharAt(StringBuilder.java:263)
at etc.combineSplit(etc.java:594)
at MySQLSource.modifyPlayer(MySQLSource.java:302)
at SignCommandsListener.onBlockCreate(SignCommandsListener.java:299)
at PluginLoader.callHook(PluginLoader.java:500)

Duping using sign shops

if you stock a shop too fast it dupes >.> the buy/sell from a sign has a 1 second delay enforced, but /sign stock does not...

purchasing from local shop not reducing stock

When a user purchases from my shop (using /shop buy [id] [quantity]), they get the product, and are deducted the price, but for some reason, the stock never goes down below 1 (aka, never runs out). i have use-stock set to true, as well as the shop unlimited=false . I cannot find any details as to why this is happening.
I have even emptied my inventory of what i was going to buy, to make sure the shop was not looking for the product in my inventory... yet, i can still purchase a full stack, when there should be only 1 or 0 remaining in stock.

sniping prevention

An easy way to mitigate snipe prevention would be to pad an auction timer to ten seconds after the last bid, giving people a chance to counterbid.

auctions are spammy

Auctions spew a lot of text onto the screen.

Making auctions opt-in, after a single line announcement, might be helpful:

"Auction #13 (56 sand) in progress for 90 seconds, type /auction view 13 to view progress!"

or some other solution, might work.

shop inventory

I'd like to see shop "inventories", where they can only sell items they have in stock, and they only have stock when it's sold to them by players.

Auction suggestions

I really love this plugin, but would like to suggest two features that are as follows,

An option to lessen the spam from auctions. On a server with 20+ players on, it can get hard to follow the chat with auctions being on all the time. At least, the current messages can be lessened to one line, to reduce how much it fills Smile Also, if it is a longer auction, a notification every 30 seconds/a minute of how much time is left

The other one is also related to auctions. It would be sweet if you could, instead of having a set time limit, simply expand their time limit by a configurable amount of time each time a player bids. This is to prevent players from simply bidding the last second of the auction, which is a big issue (to me) currently.

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