[INACTIVE][ECON] DynamicMarket v. - Versatile Shop Plugin [440-480+?]

Discussion in 'Inactive/Unsupported Plugins' started by HaloInverse, Feb 2, 2011.

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    DynamicMarket - Dynamic Global Shop Plugin

    Version: 0.4.8
    Built against: Bukkit 0.0.1 build #412
    Works with: CraftBukkit 0.0.1 builds #440-480 or thereabouts.

    • Permissions 2.5
      • Very recommended, but now optional! See "DynamicMarket.settings" below.
    • iConomy 4.1
    • Either of:
      • SQLite (easiest to set up, reccomended)
      • MySQL (more troublesome, more powerful)
    Buy items, sell items, admins set prices, et cetera. However, there's a lot going on under the hood...

    Seriously. (open)

    This plugin has a great deal of flexibility, but the price of more flexibility is more command options to control that flexibility. Computers just aren't very psychic.

    While in-game help exists for commands, the output from /shop help (<topic>) is intended to be a quick reference, not exhaustive documentation. Full instructions simply won't fit on the MineCraft client's tiny text display.

    You should read and understand the following sections before installing this plugin and setting up your shop. If not, you should at least read and understand the following sections while you are setting up your shop items.

    The big feature: Dynamic pricing. Items can be set to increase in price as they are purchased from the shop, and decrease in price as they are sold back, simulating open market conditions. The initial prices of items are just considered a starting point - user transactions will eventually adjust an item's price to a near-ideal level, based on actual value vs. rarity.

    However, as of 0.4.5, the configuration fields are now flexible enough to allow a range of behaviours, from fixed pricing with no stock limits, to fully-dynamic pricing with finite stock levels.

    This is by no means "complete" in the sense of "finished adding features", but it is complete enough to be functional and usable.

    Current Features (open)

    New & Current Features:
    • Buying and selling of items:
      • Item prices can be set to dynamically adjust according to supply and demand. This is highly adjustable, including the rate of price increase/decrease per transaction, optional hard overstock/understock limits, price ceilings/floors, etc. Leaving all the extra features turned off makes an item's price fixed and always-in-stock, like a basic "flat rate" shop.
      • Subtypes of items are fully supported.
      • List of items in the shop is broken into pages, accessible by number.
        • Partial-name searching! "/shop list wood" shows everything with "wood" in the name.
      • Item names for buy/sell/info also use partial substring matches.
      • A dynamically-priced item might cost more for 10 items than the cost of 1 item multiplied by 10, due to stock depletion. So, the "/shop <id>" command now takes an optional ":<count>" parameter, so you can get a quote for the actual buy/sell price of larger numbers of items.
    • Administration:
      • Shop items are edited via a "tag" system, so you don't have to re-enter every field for each small change. Plus there's a few utility tags which do other things to an item's record...
      • Item names are now editable, and will persist (independent of items.db) until the item's record is deleted.
        • This also makes items.db a convenience instead of a necessity, since items can be added by ID and then immediately renamed.
      • A "Default" item exists in the shop, which cannot be bought or sold, but serves as the base data for any new items you add to the shop. Any tags not supplied when you add an item will be copied from whatever you put into "Default".
      • Basic sanity-checking on input data has been added. Also, adjusting an item's bundle-size will rescale its price automatically.
      • Items can be set to be purchasable but not sellable, or vice versa. (Set either price to -1 to disable that transaction type for that item.)
        • Tags like "canbuy:n" and "nosell" can now be used.
      • An extended in-game help system. "/shop help" lists available commands and help topics. "/shop help <topic>" gives help on a shop command or other shop-related topic listed in the main help.
      • The list of commands displayed is filtered by the user's current permission level.
      • Shortcuts for all commands (except for database reset).
      • All commands except for "/shop buy" and "/shop sell" can be accessed through the Bukkit console. No need to log in to add or update items!
      • Access to the entire shop is now restrictable by permission.
      • Highly informative error messages, to help reveal why your database exploded. (Which really shouldn't happen, but you never know...)
      • The shop DB can now be exported to a .csv file, edited in your favorite spreadsheet, and re-imported back into the database, making large-scale changes easier.
      • NEW: The revenue/cost of transactions can now be transferred to another account. With the basic plugin, this can be an admin's iConomy account, or a dummy "GovernmentBank" account. (Don't use that name, or some bright spark will register that username and exploit you.) With a wrapper plugin, this can be set to link a shop's funds directly to an owning player's iConomy balance.
      • NEW: Transaction logging to a comma-delimited file, ready to import into a spreadsheet for nefarious financial analysis!

    Market Mechanics (open)

    Quick Market Mechanics Description:
    • Instead of a "buy price" and a "sell price", items now have a "base price" and a "sales tax". The "buy price" is based on the base price (adjusted by stock, if set to do so), and the "sell price" is based on (<buy price> - <sales tax%>). So if the sales tax is set to 25, then an item's selling price will be 75% of its purchase price. (The sales tax is entered as a number from 0 to 100, representing 0% to 100% tax.)
      • Using the old "/shop add <id> <buyprice> <sellprice>" format still works - the plugin just calculates the base price and sales tax, so that the buying and selling prices come out right.
    • Shop items have a "stock level", which is not necessarily a literal count of items in stock. By default, the stock level is considered an offset from baseline, rather than an absolute count.
      • Items with stock near zero are considered to be in "average" supply, and will be priced at their base price.
      • Items with a positive stock are considered "in surplus", and will be priced below their base price.
      • Items with a negative stock are considered "understocked", and will be priced above their base price.
      • This interpretation of stock levels can be made to behave like literal counted stock, by setting an item's StockFloor to zero, which prohibits negative stock.
    • Items have a "volatility", which indicates how quickly the price changes based on changes in stock level. It represents the percent increase in an item's price per item purchased, multiplied by 10000. V=1 (the lowest level) means that 100 items would have to be purchased to raise the price by 1%. V=10000 (the highest level) means that 1 item purchased would raise the price by 100% (doubling the price). (More examples in tags.txt)
      • There is also "inverse volatility", which represents the number of items needed to be bought in order to double the buying price (or halve it, if selling). This is more convenient for some people's mindsets, and is converted into volatility when entered.
    • The "sell price" is actually calculated from the buy price at the current stock level + 1, rather than the current stock level. This is to prevent gaining endless money by buying an item (driving the price up) then immediately selling it back (dropping the price) - if <sales tax> = 0, then buying-then-selling like this produces zero net gain/loss (as it should).
    • The tag presets "fixed", "float", "finite", and "flat" allow you to quickly set up common options. If used with the "Default" item before adding items to your shop, this will allow you to set the overall behaviour of the shop easily. See Tag Reference for further details.

    Commands (open)


    <Angle Brackets> denote parameters.
    (Round Brackets) denote optional sections.
    The brackets themselves are not part of the command; they are just used to describe syntax. Brackets should not be typed.
    If executing shop commands through the Bukkit console, leave off the initial slash.

    /shop - Shows the main help page. Lists commands and shortcuts.
    /shop help - Ditto.
    /shop help <topic> - Shows help on the given command or subject.
    /shop help tag <tagName> - Shows help on the given item tag.
    /shop <id>( :<count>) - Shows current buy/sell information on the given item.
    <id> can be an item name or a type number with an optional subtype:
    <id> = <itemName> | <itemID> | <itemID>,<subtypeID> | Default
    If <count> is used, shows the total price for the given number of items/bundles.
    /shop list (<partname>) (<pageNum>) - Lists a page of items in the shop. Default page = 1.
    If <partname> is used, lists only items with <partname> as part of their name.
    /shop buy <id>( :<quantity>) - Purchases an item. Default quantity is 1 bundle.
    /shop sell <id>( :<quantity>) - Sells an item. Default quantity is 1 bundle.
    /shop add <id>( :<bundleSize>) (<buyPrice> (<sellPrice>)) <tagList> - Adds an item to the shop list.
    <buyPrice> and <sellPrice> are accepted for convenience, and are internally converted to BasePrice and SalesTax.
    Unused tags will have their data copied from the Default item.
    Transactions will be in multiples of <bundleSize>. Default quantity is 1 item per bundle (unless overriden with the Default record)
    /shop info <id> - Shows much more detailed information about an item in the shop, such as stock level, volatility, etc.
    /shop update <id>( :<bundleSize>) (<buyPrice> (<sellPrice>)) <tagList> - Edits an item's shop data record.
    Data is first copied from the old record, then tags are applied in order of entry.
    NEW! <id> can be "all", applying changes to all items in the shop list.
    /shop remove <id>- Removes an item from the shop list.
    /shop reload - Reboots the plugin, reloading the configuration file and items.db.
    /shop reset - Deletes and recreates the shop database from scratch. Asks for an extra confirmation before doing so.
    /shop exportdb - Exports the shop database to a .csv file. The name and location are configured in SimpleMarket.settings. (Default: Plugins/DynamicMarket/shopDB.csv)
    /shop importdb - Imports a .csv file into the shop database. Same file location as used by the exportdb command. Note that the previous contents of the database are NOT cleared out before importing, so you may want to do a "/shop reset" before importing. The file's format MUST match the format of the exported file (except for quote marks, which are stripped out on import).

    Tag Reference
    Tag Usage Examples
    Permissions (open)


    'dynamicmarket.access' : Grants basic access to the root /shop command.
    'dynamicmarket.buy' : Grants purchase rights.
    'dynamicmarket.sell' : Grants selling rights.
    'dynamicmarket.items.add' : Grants the ability to add new items to the shop.
    'dynamicmarket.items.update' : Grants the ability to edit items in the shop.
    'dynamicmarket.items.remove' : Grants the ability to remove items from the shop.
    'dynamicmarket.admin' : Grants the ability to delete-and-rebuild the shop database, and to reboot the plugin.

    Installation/Setup (open)

    • If you haven't already done so, install Permissions and iConomy, and ensure they work.
    • Copy DynamicMarket.jar into your Plugins/ folder.
    • NEW: Copy items.db into Plugins/DynamicMarket/ (or whichever directory you specify in DynamicMarket.settings) (DynamicMarket will work with other plugins' items.db files, but not all plugins will handle the extra subtype data in the items.db linked below.)
    • NEW: Copy either the SQLite connector or the MySQL connector into your main MineServer/Bukkit folder.
      • Or, if you have a MySQL server running, edit DynamicMarket.settings to specify the MySQL server, login, and password.
    • Edit plugins/Permissions/config.yml, and give everybody the appropriate permissions.
      • Most users would get 'dynamicmarket.access', 'dynamicmarket.buy', and 'dynamicmarket.sell', unless you want to restrict such commands to registered/VIP users.
      • Mods would probably get 'dynamicmarket.items.*'
      • Admins should get 'dynamicmarket.admin', if they don't already have '*'.
    • (Re)Start your MineCraft server. Errors may be thrown to the console, but the file Plugins/DynamicMarket/DynamicMarket.settings should be created.
    • Edit DynamicMarket.settings. Particularly, the setting "database-type".
      • "database-type=sqlite" : Use the SQLite connector. This is the simpler option. No further database access configuration should be needed.
      • "database-type=mysql" : Use the MySQL connector. You will need to set the options "mysql-user", "mysql-pass", and "mysql-db", as well as having a working MySQL server installation set up already.
    • NEW: Log in to MineCraft as someone with 'simpleMarket.admin' permission, or use the Bukkit console. Use "/shop reload" to load the edited config file.
    • Use /shop add to fill the market with tasty blocks at scandalous prices.
      • You WILL want to use "/shop update default" to set up some sensible default values for the items you will be adding, so you don't have to do so much typing for every item. (Or at least inspect the Default entry, to be sure you agree with it.)
      • If you want to make all of the items in the shop use dynamic pricing, set up the parameters in the Default item FIRST, so you don't have to go back and modify 100+ items to support variable pricing.

    DynamicMarket.settings Reference

    • DynamicMarket (.jar) (.7z) (iConomy 4.1, Permissions 2.5)
    • DynamicMarket 0.4.8 (.jar) (.7z) (iConomy 3.0, Permissions 2.1)
    • DynamicMarket (.jar) (.7z) (iConomy 2.1 / Cookies+iConomy Wrapper)
    • DynamicMarket Source on GitHub
    • items.db <-- Contains subtypes. Put this in /Plugins/DynamicMarket/.
    • SQLite Connector (reccomended) Put this in your MineCraft server/Bukkit root.
    • MySQL Installation Guide (not so easy, probably not recommended for SQL server beginners)
    • Sample shopDB.csv Many (but not all) items, set up for floating-stock+floating-prices. Edit it if you like, then put this in your Plugins/DynamicMarket folder and use /shop importdb to load the items into your shop.
    DynamicMarket Wrapper Plugins:
    • DMWrapper: Restricts shop access to specific regions. Outdated.
    Want to integrate DynamicMarket's shop functions into your own plugin? Read this!
    To Do List(s) (open)

    To Do for v.0.5:
    • Logging of transactions. Done.
      • Global messages to alert to price changes.
    • Item classes: Use Permissions to control access to certain types of items, i.e. make safe items (gravel, stone, iron) available to anyone, but limit traffic in dangerous items (TNT, lava buckets, monster spawners) to VIPs. (For example.)
    • Customizable interface/highlight colours. Done.
    • Clean up the d*** out-of-date comments in the code. (Working on it.)
    To Do before 1.0:
    • Optional auto-transactions triggered by price disparities in raw/processed materials.
    • Possible migration of the new help system to a separate plugin, unless the expanded features needed become available in MCDocs or Bukkit.
    • Migrate config file handler to Yaml.
    • Random fluctuations of stock levels (would make the market more lively on a low-population server)
    • Stock levels drift back to rolling averages (smoothes out short-term price spikes, allows for long-term price drifting)

    Recent Changes:
    • Migrated to Permissions 2.5, iConomy 4.1.
    • shopLabel moved from a table name suffix to a table field.
    • Using "all" as the item name now applies the given tags to all items with the current shopLabel.
    • Altering an item's bundleSize now changes its stock level, as well as its basePrice.
      • New stock level is rounded down, to stave off future item duplication issues.
    • Sanity-check behaviour changed to make database queries more efficient and fend off future exploits:
      • stockHighest/stockLowest set to stock if lower/higher than stock.
      • stockCeil/stockFloor is set to stockFloor if lower/higher than stock.
      • priceCeil is raised to priceFloor if priceCeil<priceFloor.
        • Previous behaviours: Swap if order wrong, range-crop stock if outside highest/lowest/floor/ceil.
    • Fixed bug: Adding items without specifying count did not import count from default record.
    • Upgraded to iConomy 3.0.
    • Rolled back iConomy calls to 2.x style, to be compatible with Cookies' iConomy wrapper.
    • Support for transaction funds to be backed by an iConomy account.
      • Account link parameters added to wrapper-call messages.
    • Wrapper calls streamlined.
    • Added basic transaction logging.
    • Volatility can now go as low as 0.
      • In this way, stock can still be counted without affecting price.
    • CSV import/export now uses +INF / -INF as shorthand for min/max values in applicable fields.
    • Message colours now customizable in DynamicMarket.settings.
    • Expanded help on tags/presets.
    • Changed "fixed" tag, splitting its function with "flat".
    • Added tag presets "flat" and "finite".
    • Updated tag "renorm" to accept an optional new stock level other than 0.
    Full Changelog

    • Nijikokun: SimpleShop v.1.1, on which this was based. (And for Permissions and iConomy, on which this relies.)
    • AtomicAcidBath: Assistance with tracking down a hard-to-see MySQL syntax error.
    SoapFlakes and Mahngiel like this.
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    Having the same problem but the guy doesn't seem to want to reply to his own thread :/
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    Waiting for :)
    Can you give ETA?
  4. Is there some way we can edit the shop's items in some sort of text format?
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    Whooo... haven't been around for a while. Working on this plugin has been (1) bigger than I originally planned, and (2) repeatedly interrupted by IRL stuff. Let's see if I can answer what's come up...

    Drakeir/Hawkheart: Sorry about the mixup... sometimes, camelCase capitalization is an ingrained reflex. I'll fix the docs.

    I disagree. This was posted one day prior to BetterShop's post, so really, a more correct statement is "Bettershop looks identical to this". But even that wouldn't be true, since BetterShop has a different internal structure, a different feel to its commands, and other than being a perfectly good and well-written iConomy-based shop plugin, is nothing like this. :)
    Also: There's a feature coming on 0.4 which may provide a solution for the second part of your statement.

    LucidLethargy: Recent versions of Bukkit probably broke this plugin. A new release is forthcoming, once I've rebuilt with the newest Bukkit and confirmed that nothing got re-broken. No location-based shop yet, though - but I'm designing this plugin with the ability to add that feature in mind.

    Arisilde: 0.4 might have a fix for this...

    WhiteDragon: ...it *should* have created the settings file. I'll post a sample settings file with the next release, in case something keeps it from being created (directory write permissions?)

    RustyDagger: Totally agree. I'll see about cleaning up the wall o'text.

    Arisilde (again): GRRRRRR! no, I'm kidding. It's not that I don't want to reply to my own thread...it's that I've been trying to focus on actually building this plugin, while for the last few weeks, I have had to deal with an unusually large crapload of real-life social interruptions, which really gets in the way of getting my Zen Code Mind Focus Powers working, let alone responding to forum posts. Fortunately, today was Valentine's Day, so I was left alone long enough to get some decent work done. :)

    Mercury: In the next hour or so, if the updated build goes OK. RIGHT MEOW! NOW!

    TheClockworkHatter: 0.5, (or maybe 0.4.1,) I'll be adding .csv import/export. You will then be able to edit the item names (and everything else) in whatever spreadsheet program you have handy (.csv is pretty universal for spreadsheet apps). Sorry, but there's going to be too many fields in the shop item DB - exporting to a text file will be unwieldy. Spreadsheet tables are nicer anyhow, IMHO. In the meantime, 0.4 will allow you to edit item names, and the edited names will persist until the item is removed from the shop.

    All right, time to update, rebuild, & test. If all goes well, 0.4 will be up soon.

    Edit: Upgrade-induced bugs squashed, rebuilt & uploaded.
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    What should i do?

    MySQL 5.5.8
    CB 326

    Here is my answer

    You have to change ' to `

    --- merged: Feb 15, 2011 4:32 PM ---
    I have another error.

    Type '/shop add 1 10 10'.

    --- merged: Feb 15, 2011 4:51 PM ---

    I change like this.
    Now, '/shop add ' works fine.

    Then, I am try to do '/shop buy' and '/shop sell'.

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    Im getting this error on CentOS CB build: 326.

    2011-02-15 20:08:36 [SEVERE] [SimpleMarket]: Error executing update statement [org.sqlite.PrepStmt@62ee558f] with sqlite: java.sql.SQLException: [SQLITE_CONSTRAINT]  Abort due to constraint violation (Market.jitterperc may not be NULL)
    2011-02-15 20:08:54 [INFO] / lost connection
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    Whoops. Added a few fields for planned upcoming features, made them NOT NULL, forgot to provide default values (hence, crashes involving the field 'jitterperc') Will provide a fixed build as soon as I get back from work...

    EDIT: SQL should be fixed now. Link updated.
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    Think you could add NPCs? Or atleast make it so that the buy/sell commands only work in a specific area (like a bank)?
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    I was getting the same error about not being able to find the SQLite classes. I fixed it by editing the craftbukkit jar and adding this to META-INF/MANIFEST.MF right under the 'Specification-Version: unknown' line:

    Class-Path: ./sqlitejdbc-v056.jar

    I'm not sure how else craftbukkit is supposed to magically include the sqlitejdbc-v056.jar library...? Without that line, java doesn't know to load that jar file when loading craftbukkit, and the sqlite classes won't be found.
    Will-ko likes this.
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    (Dynamic pricing) *drops dead*
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    I just don't get it. I'm trying to do "/shop add 1 3 1" for example, and it fails. I definetly want dynamic prices and replace my SimpleShop with this plugin.

    EDIT: Seems I get MySQL table errors. :/
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    Nathan C

    Can't wait till you fix the mysql and sqlite problems. :)
    --- merged: Feb 15, 2011 8:00 PM ---
    Oh dude come on, go ask that in the NPC trader thread.
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    Not sure why this isn't working. I set everything up just like it says under installation, and I am getting this error...

    2011-02-15 13:37:51 [INFO] [iConomy] version [2.2] (Aime) loaded
    2011-02-15 13:37:51 [INFO] [Permissions] version [2.0] (Handler) loaded
    2011-02-15 13:37:51 [INFO] [SimpleMarket] version [0.4a] (Caribou) loaded
    2011-02-15 13:37:52 [SEVERE] [SimpleMarket]: Database connector not found for sq
    lite: java.lang.ClassNotFoundException: org.sqlite.JDBC
    2011-02-15 13:37:52 [INFO] [SimpleMarket] Creating database.
    2011-02-15 13:37:52 [SEVERE] [SimpleMarket]: Database connector not found for sq
    lite: java.lang.ClassNotFoundException: org.sqlite.JDBC
    2011-02-15 13:37:52 [SEVERE] [SimpleMarket] Database creation *failed*.
    2011-02-15 13:37:52 [INFO] Done! For help, type "help" or "?"
    I have the sqlitejdbc-v056.jar in my in my minecraft server directory too, at the same level as the craftbukkit.jar. When trying to add an item to the shop, of course it crashes me, but I'm assuming this is because it's not able to create the DB.
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    Heinz Harald

    It`s a problem with the database connector. Creating the table in phpmyadmin manually dont solve the problem.
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    ...but it doesn't have dynamic pricing. :(
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    Yea, but you could ask them to make it compatible to SimpleMarket. ;)
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    The NPC trader doesn't need dynamic pricing because it's not global. Each NPC owner can set their prices how they choose. Anyhow... back to this plugin, wtb fix :(
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    He said he's gonna fix it when he returns from work. Just keep calm haha. :p
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    This looks very nice, especially with the dynamic pricing. I do however have a suggestion. It would be nice if you could define an area where the buy and sell commands can be used. This way it feels a little more realistic when you sell or buy something. In real life you have to go to the store to buy something.
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    I buy so much off the internet.
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    Made my day.
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    Maybe so but you still have to buy it from your home. You cant go into a field and order a new couch. :)
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    This fixes the database creation error: Thanks for this.
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    This would explain why my Persistence and this plugin is having issues. Sounds like bukkit left it out. Thanks for this as well.
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    Buy it from home, which means I don't go anywhere. Buy it from my home in Minecraft, which means I don't have to go to a physical place ingame. Your request was for them to add it so you have to go somewhere to use the command. Your self defeating logic is beyond me.
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    every time i try and add an item it says it cant update the table, is this a pluggin disagreement with MySQL? and if so is there a fix. I want to get my server fully up and running and im waiting on this. FIXED!!!!
    thank you HaloInverse, you are very helpful, my server is nearly complete because of you! thank you so much
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    Tables were not updating properly because I posted a version of the plugin that did not create the initial table properly. I missed this bug, because I was testing with an already-created table. (Derp!)

    0.4a rev.2 has been posted, which has hopefully fixed the boneheaded SQL table-creation bug.

    I am having a great deal of difficulty understanding why the SQLite connector is detected and used perfectly fine my my Bukkit/Minecraft/plugin, and by some people's servers, but other people's servers are not seeing it at all. Going to probe this more...

    It may be a little premature to talk about this, since there's other more pressing issues to iron out, but I guess I can describe a Crazy Dream:

    Consider a version of SimpleMarket which implements something like the opposite of Permissions. Analogously with how SomeOtherPlugin might ask Permissions if a user has permission to do something.... SomeOtherPlugin would register a listener function with SimpleMarket, and then SimpleMarket would ask SomeOtherPlugin if the user had permission to access a given shop at a given moment. You follow?

    Suppose SomeOtherPlugin does nothing but detect whether a player is above-ground or under-ground. Now you have a shop which can be used anywhere on the surface, but not at the bottom of a mineshaft.

    Suppose SomeOtherPlugin makes NPCs wander around (or even stand still), and returns "true" to SimpleMarket when a player is within three or four blocks of a certain NPC. Now you have an NPC shopkeeper.

    Suppose SomeOtherPlugin keeps a list of locations of signs with text formatted a certain way, placed by players with certain permissions - and then returns "true" to SimpleMarket when a player is close enough to one of those signs. Now you have a sign shop. (If SimpleMarket had "buy" and "sell" commands visible to other plugins, the signs could even trigger transactions by clicking on them, handing off the transactions to SimpleMarket.)

    Suppose SomeOtherPlugin marked chests belonging to a player somehow, and communicated the contents of those chests to SimpleMarket as stock levels, perhaps in addition to the sign-shop function mentioned above. Now you have user-stocked location-based inventory shops.

    These SomeOtherPlugins would not need to worry about the details of how transactions take place, or how they're priced. All they would need to say is "yes", "no", and maybe "how many", and markets would be as "realistic" or "unrealistic" as you'd like.

    But of course, that's a Crazy Dream. Maybe in v.0.9. First things first. :)
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    Latest version downloaded and installed with fresh MySQL database.

    com.mysql.jdbc.exceptions.jdbc4.MySQLSyntaxErrorException: You have an error in your SQL syntax;
    check the manual that corresponds to your MySQL server version for the right syntax to use near ''Market' ( 'id' INT( 255 ) NOT NULL AUTO_INCREMENT, 'item' INT NOT NULL, 'subtyp' at line 1
    2011-02-15 19:03:43 [SEVERE] [SimpleMarket] Database creation *failed*.
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    That's some dream. I usually only dream about kittens and bunnies :|
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    Nathan C

    2011-02-16 05:13:41 [SEVERE] [SimpleMarket]: Error executing query statement [com.mysql.jdbc.JDBC4PreparedStatement@56dc64a2: SELECT * FROM Market WHERE item = -1 AND subtype = -1 LIMIT 1] with mysql: com.mysql.jdbc.exceptions.jdbc4.MySQLSyntaxErrorException: Table 'minecraft.Market' doesn't exist
    2011-02-16 05:13:41 [SEVERE] [SimpleMarket]: Error executing query statement [com.mysql.jdbc.JDBC4PreparedStatement@17510d96: SELECT item, subtype FROM Market WHERE name = 'stone' LIMIT 1] with mysql: com.mysql.jdbc.exceptions.jdbc4.MySQLSyntaxErrorException: Table 'minecraft.Market' doesn't exist
    2011-02-16 05:13:41 [SEVERE] [SimpleMarket]: Error executing query statement [com.mysql.jdbc.JDBC4PreparedStatement@41aef798: SELECT item, subtype FROM Market WHERE name LIKE '%stone%' LIMIT 1] with mysql: com.mysql.jdbc.exceptions.jdbc4.MySQLSyntaxErrorException: Table 'minecraft.Market' doesn't exist
    --- merged: Feb 16, 2011 4:15 AM ---
    Yeh, same prob on the latest version.


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