HurtStore

A simplified store with dynamic prices

Total Downloads: 2,048 - First Release: Jan 15, 2016 - Last Update: May 12, 2018

5/5, 17 likes
  1. I coulf implement that as well, will add a feature to round if its set
     
  2. Man you're the best! And btw how to change the price adjustment rates?

    Also it is unclear to me whether or not prices go down over time on items that aren't being bought much, as opposed to just when they are being sold. If not that would be a nice plus too. Would require a separate rate adjustment setting to work correctly though. Assuming that there is a rate adjustment setting as of yet.
     
    Last edited by a moderator: Jan 28, 2016
  3. Yes the actual feature will get many adjustments and tweaks as we go along to find the equilibrium. So all suggestions are welcomed.
    There isn't a setting for the adjustment, the formula is the following:
    (Demand / Supply) * Price
    So lets say we have a Owrong for sale for $10. At the start it will sell for $10 because there are no transactions. Now someone comes along and buys 2, the price will be adjusted to (2/0)*10 = $20. (Zero will always be 1 in the rule) With that effect the selling price also moves up to make it more attractive to sell (since demand is higher than supply), so now someone comes along and sells 10, the price will be adjusted to (2/10)*10 = $2. So now again selling has adjust along as well and doesn't make sense to sell it anymore buy does make sense to buy again (Since the supply is now more than demand).

    This in effect puts in effect a sort of a mini game as well, to trade commodities in the shop. Sell when price is high and buy when price is low.
    Hope that makes sense?
    [DOUBLEPOST=1453965037][/DOUBLEPOST]Also, next update will probably mimic transactions starting at 100. Below example is Left current way, Right new way.
    So as you can see the changes in pricing will be more subtle, so I will make an option to set the offset on transactions:
    upload_2016-1-28_9-11-48.png
     
    Last edited by a moderator: Jan 28, 2016
  4. Perhaps you can tell me what line of the CS file that sets the number used in the formula. If so, would I be able to change it to say... 0.5 and it have half the effect? I feel it's a little abrupt but an absolutely fabulous feature none-the-less.
     
  5. you could try changing
    Code:
     double FinalPrice = ((double)Demand / Supply) * Price;
    to
    Code:
     double FinalPrice = (((double)Demand / Supply) * 0.5) * Price;
     
  6. I believe the new Hurtworld patch broke the plugin, at least it did on my server
     
  7. Do you get any errors?
     
  8. Hey, for some reason /shop isn't working, does anyone know how to fix? (It says command unknown)
     
  9. Please post your entire log file.
     
  10. How edit the Itemname to another?
    I hope add custom Itemname,Thanks.
     
  11. Here is a comment forwarded from one of my players. It highlights a serious issue with the current design of the variable pricing.
    "i sold a stack of 255 titranium and got 84k out of it and bought 23 mondanium and had 1k left ; due to the amount of titranium i sold the buy price was 1.1$ so i could buy 1000 ore if this process is repeated in any way with anything the plugin will break the economy"

    Also I attempted to adjust the adjust rate via your suggestion, it broke the plugin. I think this ability might fix the above issue. Or a new dynamic might need to be added perhaps?
     
  12. I have worked in a dilution amount but haven't gotten around to test it yet. That should solv3 issues like that
     
  13. Nice! Sounds excellent. Once perfected it's going to be really fun to watch how the prices and economy interact.
     
  14. have you ever thought about creating ums houses rental system with totems count ??

    SORRY FOR MY ENGLISH.
     
  15. That is a brilliant idea. Charge users an amount for each totem/house?
    This will also help keep unnecessary builds down.
     
  16. Can you add an option to set some items to which they do use the percent system and some which do not use the percent system, or even remove the percent system all together and add the selling prices manually. Would help a lot with the dynamic system too. Also could you add an option to set each item listed on the store to where some do not use the dynamic system and some do?

    So the config would look something like this
    Code:
    [
      {
        "category": "Other",
        "percent": True,
        "dynamic": False,
        "stockId": 4,
        "price": 20.0,
        "sellprice": null
      },
      {
        "category": "Other",
        "percent": False,
        "dynamic": False,
        "stockId": 12,
        "price": 20.0,
        "sellprice": 5.0
      }
    ]
    The percent system works good for most items but not all, you might as well just remove it and keep using the dynamic system with it.
    [DOUBLEPOST=1454311624][/DOUBLEPOST]Updated my post I originally wrote it on my phone and it auto corrected a lot of stuff, making it very illiterate.
    [DOUBLEPOST=1454311931][/DOUBLEPOST]Updated again to show you how you could incorporate it into the config, I don't know how to write oxide plugins otherwise I'd do it myself.
     
    Last edited by a moderator: Feb 1, 2016
  17. @Enclave I will certainly add the ability to give items a static price instead of using the percentage, and the dynamic per item. I cannot give a time frame as I am prioritizing some paid plugins.
     
  18. Will these paid plugins be available to public to purchase?
     
  19. Sadly not. Most owners rather want unique plugins away from the public doamin, others just donate to get development done asap. IE The rust voter plugin was donated to be redeveloped to be more reliable, also this store was paid for as well. So it will always take priority above other public plugins.
     
  20. Yeah I figured, would it be possible to create a paid leveling system?