Making a shop

  • To get started with HyperConomy, first make a shop. To do this stand at one corner of the shop region you'd like to create and type "/setshop p1 testshop". Now go to the opposite corner of the cuboid region and type "/setshop p2 testshop". You will need to place some blocks and climb onto them or fly into the air using creative mode to reach the second corner of the shop. One corner will be the base, and the other the ceiling of the shop. A shop in HyperConomy is simply a cuboid region, not necessarily defined by a building or marker. It doesn't matter what blocks are in the shop, how big the shop is, or where the shop is. You can test your shop by leaving it and then going inside of the shop region. The shop should display a welcome message and an exit message. These messages can be customized later to whatever you'd like.
  • Now that you have a shop, enter it and type /topitems. Since the shop is empty, /topitems should simply say that you have reached the end. This simply means that there are no items in the shop with more than 0 stock. To test your shop lets add some emeralds to it. To do this type "/setstock emerald 100". This will add 100 emeralds to your shop. You can check the stock of emeralds with the /objectsettings command, or /os for short. Type "/os emerald" to see the configuration for emeralds in your shop. It should say that you now have a stock of 100 emeralds. Type "/topitems" again, or "/ti" for short and verify that the shop now has 100 emeralds.
  • When running HyperConomy for the first time, all items and other trade objects are set to what is called initial pricing mode. This basically means that the price of items will remain the same until the stock reaches a certain level. Once that stock level is reached, the item will transition to dynamic pricing mode and the price will start to change and react to supply and demand. Dynamic pricing mode is the standard pricing mode in which the price of an item changes every time it is bought or sold. The purpose of initial pricing mode is to prevent players from making obscene amounts of money when selling the first few items to the shop. Normally, if in dynamic pricing mode, the last item in the shop (a stock of 1) would be worth a nearly infinite amount of money. The price of items goes up dramatically as the stock gets low, and it goes down dramatically as the stock gets extremely high. The price centers around the median value which can be viewed with the /os command. Initial pricing keeps prices reasonable until the shop attains a certain stock level. The /os command will show you how many items are needed to reach dynamic pricing mode.
  • Now that your shop has some items in it and you understand the basics of how items are priced, lets go ahead and try buying and selling an emerald. Assuming you've not switched to an external economy using Vault, and haven't configured a default balance you should currently have 0 balance. In order to quickly add some money to your account, type "/setbalance [your name goes here] 10000". This will give you $10000 which we can use to test HyperConomy. Enter your shop and type "/buy emerald 10". This should add 10 emeralds to your inventory and charge you around $5000 to $6000. You can sell the emeralds back to the shop with "/sell emerald 10". Because you're using the default settings, a sales tax is in place which will make it so that some of the money you spent to purchase the emeralds will be lost to tax. After selling your emeralds, you should have almost $10000, but not quite due to tax. Tax goes into the global shop account which by default is "hyperconomy". There are a variety of commands to buy and sell items. Check the command page for more information.



Posts Quoted:
Clear All Quotes