[INACTIVE][ECON]SignTrader 1.0.7 - Trading with signs! (617)

Discussion in 'Inactive/Unsupported Plugins' started by darknesschaos, Feb 3, 2011.

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    SignTrader - Trade with Signs!
    Version: v1.0.7 - CB (617) tested
    This Bukkit plugin allows servers to use signs as a functioning shop tool. Simply set the sign in the appropriate format, optionally link it to a chest and you can have a sign that either vends from a chest you own or you can set the sign to sell to users items they normally couldn't get as something like a modified /give with a set location. Simply punch the sign to get a little more information to understand what it does and how to use it.

    /signtrader -s p - set the sign that you punch, the 'p' is optional and makes it persist.
    /signtrader -sc p - link signs and chests to each other, must be within 40 blocks and on the same world and the 'p' is optional
    /getdata - returns the data of the item in hand (name, amount, and durability.)

    [wheatsprout]Other Plugin Support[wheatsprout]
    You don't need any of these for this plugin to work.​
    Supports protection from LWC, (2.0 only) with lwc installed SignTrader forces players to sell from chests that they own.​
    Supports Permissions from TheYeti (2.5.4 tested) with the following nodes This defaults to op.txt if not present:​
    • signtrader.MakeGlobalSign - so the player can activate "Global" signs defa
    • signtrader.MakePersonalSign - so the player can activate "Personal" signs
    • signtrader.admin.BreakAnySign - so the player can break any sign (duh)
    • signtrader.Use - so the player can use any player sign or activated Global sign
    • signtrader.admin.SetOwner - so the player can set the owner of signs.
    Supports iConomy (4.0 +) for usage with the local money system.

    [wheatsprout]Sign Format[wheatsprout]
    The sign format is as follows:​
    Line one - Global or Personal - denotes sign type, personal pulls from chests, Global doesn't use chests.​
    Line two - amount:ItemType:durability or amount:$ - this is the payment line (what the chest will get from the player) amount is how much the player wants to recieve, ItemType is the item number of the item they want to recieve from player if the other is chosen it will be the amount of money the sign owner wants to get from the player.​
    Line three - amount:ItemType:durability or amount:$ - Similarly to line two, this is what is removed from the sign owner and given to the player.​
    Line four - leave this one alone, [Activated] is put in the line to show it is an active sign.​
    Example 1) - trade sign​
    Line # - text​
    1 - Global​
    2 - 1:3​
    3 - 1:35:1​
    This sign trades for dirt and gives the user orange wool.​
    Example 2) - Sale sign​
    1 - Personal​
    2 - 1:$​
    3 - 64:3​
    This sign takes 1 of iconomy money from the sign user and gives it to the owner, and gives the user 64 dirt.​
    Example 3) - Freebie sign​
    1 - Personal​
    2 - Free​
    3 - 1:3​
    This sign gives 1 dirt for free to the user​
    Example 4) - Purchase Sign​
    1 - Personal​
    2 - 1:3​
    3 - 1:$​
    This sign takes money from the owner and gives to the user and takes 1 dirt from the user and puts it into the chest.​
    When posting issues here please write the following:​
    * What the sign has written on it.​
    * What output you got from the console. (If any)​
    * What you expected to happen.​
    * What actually happened.​
    * What plugins (and their versions) you are using with this (including version number.)​
    * What version of this plugin you are using.​
    Failure to do these will result in you being called an idiot.​
    Show Spoiler

    Version 1.0.7​
    Version 1.0.6​
    * removed the sign breaking prevention function...​
    Version 1.0.5​
    * Fixed an abuse problem​
    * Now protects signs and blocks from destruction of non-op(or permissioned) and non owners of signs (owners of global signs are the ones who placed them.)​
    Version 1.0.3​
    * Updated to be compatable with 600+​
    Version 1.0.2​
    * Fixed link with newest version of lwc.​
    * Null pointer bugfix​
    * Rewired the sign recognition code.​
    Version 1.0.1​
    * Trading sign bugfix​
    * re-added the /signtrader -s command​
    * fixed up command interface a bit​
    * added /getdata so players can find the durability of the item in hand.​
    * added /signtrader -so (OwnerName) needs "signtrader.admin.SetOwner" node or player being op.​
    * now prevents people from linking signs and chests that aren't their own.​
    Version 1.0.0​
    * Monsterous update​
    * Too many to list...​
    Version 0.9.3​
    * Fixed bug where appropriate files were not created.​
    * Cleaned up item.txt creation code.​
    * update to iConomy 3.0 support?​
    Version 0.9.2​
    * Fixed bug where chests weren't detected, possibly other fixes.​
    * still not sure on iConomy, please, someone, let me know.​
    Version 0.9.1​
    * Fixed a bug where signs were not deleted from the sign list when they were destroyed.​
    Version 0.9​
    * Added Sign protecting features​
    * hopefully a fix to iConomy support​
    * now players need to set personal signs.​
    Version 0.8​
    * Added a feature that displays sign information in a more detailed form when the sign is punched.​
    Version 0.7.1​
    * hopefully a bugfix that solves a problem with named worlds​
    * getting chest owner works nicely with LWC​
    Version 0.7​
    * Fixed purchasing and selling to chests (Needs testing.)​
    Version 0.6​
    * Removed incorrect format error.​
    * Chests can now: trade, get donations, give stuff out.​
    * Chests still can't "sell via iConomy"​
    * probably a few other fixes​
    Version 0.5​
    * Release of locking protection for global signs (so not anyone can make them)​
    * signs "should" work fine with chests, however I am afraid they ignore protections.​
    * item blacklisting possible.​
    * permissions support.​
    * iConomy support.​
    * ect.​
    Version 0.1​
    * Initial release of the plugin.​

    Attached Files:

    rasse, shadrxninga and NEO like this.
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    Could you make it so transactions can be logged to the iConomy_Transactions table in MySQL?
    It would be nice to check up on what my users are buying and selling on the server so i can balance the system out and look for exploits my users may use.

    EDIT: Great plugin btw! Love it! :D
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    Thanks, I will look into how to do that.
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    Will BOSEconomy support be added? This will be great for all of us who don't want databases on our servers, and from what I've read, it should be relatively easy to hook into.
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    Should be easy enough if it is possible.
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    This is pretty awesome man, I'm using it for my Server shop and letting people set up their own shops
    The only things I can suggest is to have the sign show the inventory of the Chest on the 4th line. Not sure how hard that would be to code, but would be quite helpful.

    Another idea, this one would potentially be quite complex, is allow users to type /signtrader sell [item name] and turn up a list of Signs that are currently selling that item as well as the location of the sign (or perhaps distance from the current user), along with the sale price. Similarly, /signtrader buy [item name] would list signs that are buying that item. This would be an AMAZING addition to the mod that would set it apart from the others
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    worthy consideration that, however, would be a lot of work. I shall try it later.
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    Great plugin but... It seems as if every time I restart my server the signs will just steal your money and not give you the items :(
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    Please add BOSEconomy support, I have been using this plugin for a while and my server really likes the easy format of this plugin :)
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    @MCBeast - I have no idea what is going on with you. You need to give me more information than that as it seems to be a strange error on your part.
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    working on an update now, possibly out on sunday after some testing.
    look forward to:
    1) BOSEconomy
    2) Lockette
    3) Items going straight into player inventories and being removed directly from them.
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    Someone who wants to help can test this out for me :D

    Test version.. 1.0.8

    Attached Files:

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    Some initial testing resultet in:

    -- 1 --
    First: Sell onefull stack of cobblestone, no problems.
    Second: Tried to sell 31 cobblestone, it first removed the 31 cobblestone, the all the cobblestone in my inventory..

    I guess this is something you want to fix :)
    Setting of the sign are: Global 64:4 45:$ (in other words: 64 cobblestone sells for 45$ and i should not have been able to loose the 31 cobblestone (and all cobblestone in inventory) in the second scenario)

    -- 2 --
    Bought 32x Iron Ignots; Then my whole inventory got filled with iron ignots after a few seconds!
    EDIT: Plus, it did not remove any money from iConomy.

    Settings of the sign: Global 750:$ 32:265 (in other words: 750$ for 32 iron ignots)

    I think both of them are quite critical to fix, so i'm going to switch back to 1.0.7 :)
    But the idea of putting items directly into inventory is much better than the items beeing dropped.

    Good work! Looking forward to MySQL integration and transaction logging in iConomy ;)

    EDIT: For info, i have not touched the config file after the update. Tell me what you need tested, and i'll give it a go :)
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    thanks for testing it out. I will look into those problems tomorrow.
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    I've tried to find the answer but can't seem to see one. It would be great if people could sell items like charcoal or other items where they use the same id as something else (coal in this case) with a different bit set.

    Like the example you have with orange wool in the OP could be a way to do it. I tried it like that but it just shows that it has 1 damage.
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    That info (the 1 damage) is also how it shows dyes, but they still work to buy/sell. you should try the charcoal and see if it works.
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    For me this causes pretty bad lag when people are clicking on signs for items.

    Whay version are you using?

    1.0.7. It is really at its worst when people spam clicks. Something to do with the chests being LWC'ed maybe?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 18, 2016
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    shouldnt be the issue, but possibly. Also the issue is probably from the item not going straight into the player's inventory. After I roll out the next update that problem should disappear.
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    Complete Server laggs when sell ...... next update commin soon ?
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    SignTrader has become the basis of my server economy, this is a truly versatile mod. I'm running several Global shops for my users, and they're able to start their own shops now as well.
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    1.5 capable ?
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    Guys, the lag problem isn't with the plugin, it only lags if you are using a mySQL for iConomy, use the H2 database instead, it's basically flatfile and it solved my lag.
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    What do you mean by H2 , i dont find database or plugin with this name ....
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    It's one of the two iconomy available types of databases, read the iConomy config!
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    Hi !

    I'm using your github to get the source, but i see your last source on github are the 1.0.6 one.

    Can your commit your latests sources please, as i'm translating your addon into french =)

    Thanks for the works ;)
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    It has nothing to do with using MySQL.
    You need a more powerfull server to solve you're lag issues.

    I run MySQL on all plugins that i can to get better integration with php applications, and i have no problems at all.
    My hardware is probebly better than most others hosting Minecraft, but this is just to prove you wrong on the MySQL quote.
    Guenael likes this.
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    I have pro server host in datacenter , but if i can keep some % cpu/RAM that mean more players slot.

    But we need to be sure about this "H2" if it save more ressources or not.
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    Well for me I definitely know it is mySQL, I tried every single shop plugin and if you spam buy/sell with mySQL as a database, I used db4free, it lags to crap outta the server, maybe your server is super fast but mine's about 1gb dedicated and mySQL doesn't cause lag on every plugin, just for iconomy, because I use LogBlock too and no lag there.

    Edit: Well the problem fixed for me by switching to an H2 database, read the iconomy wiki or config file to find out how to change to H2
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    and you can change without loose players account ?
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    Sorry guys, I'm waiting for the next RB before I re-code the plugin. Thanks for your support!

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