Player marketplace, direct trading, and shops.

Market & Trading

ED5 includes a player-driven economy with marketplace listings, direct trading, NPC shops, and premium stores.

Shop product editor — New Product modal with product image, category, rarity, stock, scheduling, and purchase limits
Shop product editor — New Product modal with product image, category, rarity, stock, scheduling, and purchase limits

Player Marketplace

Players can list items for sale on a shared marketplace:

FeatureDescription
ListingSet price, quantity, and expiration time
TaxConfigurable tax rate on sales
ExpirationListings auto-expire after a set duration
SearchBrowse by type, tier, quality, and price range
Price historyPer-item candlestick charts built from real trades
PurchaseBuy instantly at the listed price

In game the market is a searchable trading terminal: filter the item list, open an item to see its order book and price history, and buy or list from the same panel.

Direct Trading

Two players can open a trade window to exchange items and gold: 1. Player A requests a trade with Player B 2. Both add items and/or gold to the trade window 3. Both confirm 4. The server validates everything and swaps items atomically

Currency Exchange

An order-book system for converting gold ↔ premium currency:

  • Players place buy or sell orders
  • Orders match automatically
  • Exchange rates are determined by player supply and demand

NPC Shops

NPC merchants sell items at configured prices and buy player items at a reduced rate:

  • Sell price — base price × shop markup
  • Buy price — base price × buy multiplier (default: 0.4×, i.e. 40% of base price)
  • Stock — configurable quantity with restock timers
  • Reputation gating — some items require faction reputation

Premium Shop

An optional real-money store (ships on; turn it off in World → Features if your game has no monetization):

  • Products — individual items or bundles. A bundle's contents can be filled with Add many…, which grants every ticked item in one save
  • Scheduling — time-limited availability windows
  • Purchase limits — per-account caps
  • Promotions — percentage discounts, fixed amount off, buy-X-get-Y
Purchases land in the player's bag. If the bag is full — or the player is offline — the item arrives by mail instead, so a paid purchase is never lost.

Adding a product

Where to author it: Database → Economy → Item Shop → Products → New Product.

1. Click New Product, give it a name, and pick a category and rarity. 2. Under Price, enter a Gold price. This is what makes the product buyable with in-game gold. Add a USD price too if you also want to sell it for real money. 3. Click Create & Add Items. The items window opens — pick the game item (or, for a bundle, the items) this product hands over. 4. Set Status to Active. The items window tells you exactly what is still missing if the product is not showing in game yet.

FieldWhat it does
Gold priceCost in account gold. Gives the product its Buy with gold button in game. Leave blank to not sell it for gold.
Gold — wasOptional. Shown struck through beside the gold price, for a sale.
USD price (cents)Real-money price in cents — 499 is $4.99. Leave blank to not sell it for money. Needs Stripe or PayPal set up in Settings → Payments.
USD — was (cents)Optional struck-through original price.
Product imageOptional picture for the shop card. Leave it empty and the product shows the icon of the item it sells.
StatusOnly Active products (or Scheduled ones whose window has opened) are listed.
Purchase limit / Total stock0 means unlimited for both.

Gotchas:

  • A price is what makes a product buyable. Each price you set adds its own buy button in game — gold, or card/PayPal for USD. A product with no price at all is still listed, but nobody can buy it.
  • A product with no items sells nothing. Pick its items before you set it Active.
  • Clearing a price field removes that price when you save; it does not set it to zero.
  • Prices save with the product. If the product saves but the price does not, the message says so — open the product and save again.
  • Changes reach players after a publish on a hosted game, like any other content.
> Selling cosmetics: make the item a Cosmetic (Items → the item → Visuals), then add a product in the cosmetics category with it as the item and a USD price in cents (99 = $0.99). Players wear it from their bag like any gear — it goes into their wardrobe.

Premium Membership

The account-wide gold sink that closes the economy loop. Players spend account gold — earned in game, or bought through the Gold Store and traded on the exchange — on a timed membership plan you author (duration in days, price, and perks). While it's active the account gets config-driven perks such as bonus XP and bonus reward silver. Status is account-wide, persisted on the account wallet, and cached for cheap lookups whenever a reward is granted.

Because the gold comes out of circulation, membership is how you keep gold scarce without deleting it by hand.

Gold Store

Configure real-money → gold conversion tiers with bulk bonuses. Integrates with Stripe/PayPal, with refund clawback and daily purchase caps.

Bank

Personal storage system separate from inventory — accessible at bank NPCs with expandable capacity.