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A different economy plugin
aliuly submitted a new plugin:
GoldStd - A different economy plugin
Read more about this plugin...
works great. I changed my currency to emeralds. I was hoping you could add to configure our own messages and add multiple currency options. thanks
Yes, I am currently working on the ability to change messages.
I had an idea to use multiple currency (i.e. gold = 1, emeralds = 10, etc), but was getting a bit complicated. What do you have in mind?
For the next release I have planned:
configuration tweaks (done)
casino and sign shops (done)
message translations (in progress)
shopkeeper (in progress)
i tried this in the config
but that made so just gold was the currency again.
I haven't looked at the code or tried to figure it out myself. But what you did to allow items to be given away 1 at time by taping the other player is what I am looking for. If it makes it simpler to just give without the counting inventory, which is also useful but I haven't needed to focus on or use(as the economy hasn't really started yet).
I'm curious to see your signshops. I have not been able to get players to use itemcloud using economys PShop by onebone and make their own shops. So if your shops can simplify the process hopefully an economy can start.
I am also curious to see your idea for shopkeeper as I do not know where you are going with that. Can't wait to see.
Thanks for your work
I have not implemented multiple currencies. It was too complicated.
That is fine for players trading. As it is, right now, they only do that with the currencty, but items need to dropped in game. Simply giving items always is difficult as it would disable PvP.
I am adding a test version of GoldStd, if you are interested. Essentially adds sign shops.
Download page: https://github.com/alejandroliu/pocketmine-plugins/releases/tag/GoldStd-1.1.1pre1
What it could be possible is to have a list of items that can be given away by tapping the other player... So they wouldn't be "currency" so they wouldn't be counted in balance, but if the player is holding it, it can be given one a time.
That is what I meant, thanks.
I tried out your 1.1.1pre1 test release. I tried the signshop part. I like it except on the sign instead of the price having a <number>p. I would like <number>$currency. having the currency refer to the set currency, or being able to manually edit text myself.
I tried to change GOLD_INGOT to EMERALD but when I was playing with it I also changed the shop text from [SHOP] to "Gold Shop" so I don't exactly how it was configured when it didn't work for EMERALD. I tried 388 before emerald but never tried 266 to see what that would do. I told the players it was the last restart for today so I finished up my testing.
And I'm guessing shopkeeper is a player shop. I like it.
I was also thinking to get a list of items I could just change the title of the phar and have it run the same plugin under different names, but the goldstd folder it creates would be the same I assume.
Thanks for your work, I noticed I am running a few of your plugins.
Stone brick is not craftable. I can use your signshop so players can trade their stone for stonebrick. and maybe coal for torches. If this plugin goes in that direction. Or I that can be the plugin I work on, Thanks
The line price is a: <number> <anything that is NOT a number>. The "p" in the example came from an older plugin I wrote that used "p" as the currency.
Makes sense, I will add that to the todo list.
Don't forget to put a review here...
I have a new test version you may try:
It adds a config setting:
If you include that in your configuration wood and iron_ore can be given to other players by tapping.
Additionally there is [TRADE] sign that let's you exchange items.
Cool Cool, I'll try it out tomorrow and play around with it, then work on a review with a video this weekend
OK, yet another version. This one has the shop keeper. It is a very rough first try. With some missing features.
Download page: https://github.com/alejandroliu/pocketmine-plugins/releases/tag/GoldStd-1.1.1pre3
For an explanation on what does the Shop Keeper do, check this video:
Woah shopkeeper is not what I expected. That could be good. I haven't started to figure out how it works. I was and still am thinking along the line of a player shop. It appeared to me on the video that Albert had a list of items but no quantity showed up in his inventory. On my server I allow griefing, stealing, and killing but I also have owned land that can be protected. I don't use special protection on chests though(and would not even with this idea).
Where my idea would be for a player to connect their own Albert(or a clone of the players skin)
to a chest or chests with the players shop inventory. maybe :
/Albert (generic command)
message to player:
Tap chest to connect to Albert
*Player taps chest
message to player:
Chest inventory connected to Albert
Then to display prices possibly have a sign players can make, maybe like:
I don't know how all that would work or how complicated it could get. But I would also try to make it so a player's Albert cannot be killed on land the player owns but can be killed on unowned/unclaimed land(onebone's economy owned land or FactionsPro claimed land type thing). I don't know how they would place their Albert, maybe like:
and it will make a "clone" of the player as they are standing
Even as just an Op created shop I like the idea.
I tried to respond to your next post but it gets blocked by spamfilter
ShopKeep is an NPC, so when you tap on it with a gold ingot it will open a chest inventory (your shopping cart) Your inventory always start empty (you haven't selected anything for purchase) and you start tapping on the chest inventory and will move them to your shopping cart. Some items will transfer in bundles because for 1 gold ingot, you can buy 10 apples.
When you leave, (check-out from the store), the items are added to your inventory and the money subtracted.
The prices and the contents of the store are configured separately.
BTW, that feature is not finished yet, so it is a work in progress.
I though you were more interested in the ability to trade items between players, and also the ability to trade items with signs.
I wrote a post of what I am looking for but it is being spam filtered, yes, players trade. I don't know what I can say and not be filtered. I was looking forward to making a video review but this whole filter business has put me off(edit* I did a throw together video but I plan to do a better one ) .
I want players to make their own trade signs that trade items within the world between players. That do not add anything to the world. So one player can miner. And one player can be a farmer.
and they can trade ores for food. But to work the signs would have to be connected to an inventory that is always on. so a chest or an Albert(chest) or a database(but I would rather have the items stored in the world as well).
Plugin is working well. The only issues I am having is on items with long names take up too much space on a sign to put a quantity. Otherwise Just trying to get the correct name.
I could not make a sign Gold sign for netherquartz or chainmail armor(I only tried the helmet).
I made a Gold sign for Quartz but never checked if it was netherquartz or quartz block.
My Raw_Porkchop sign could only show "x6" and did not fit "x64".
I was also wondering how to spawn Albert. And control his prices. Maybe it's in your doc's, I'll have to look. Found it in your ReadMe. but how do I despawn Albert
The shopkeep (you can change the name in config.yml) is an entity. So what I do is I use GrabBag (http://forums.pocketmine.net/plugins/grabbag.1060/) "et" command.
Will show all entities (including shop keep)
/et rm e1
Will delete entity #1 from the list.
Anyways, the signs are a limitation of MCPE. They are just too small. Do you have a suggestion for that?
1. So if the name is taking too much space you can refer to the item by id. That also works. So for example for a chainmail vest, 303 x5 (that will give you 5 of those).
2. The names come from PocketMine definitions.
BTW, those are the same names you would use with the /give command.
New test version:
Completes all the shop keep functionality so I will be publishing this one after some testing.