> For the complete documentation index, see [llms.txt](https://docs.t1ger.net/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.t1ger.net/resources/t1ger-tuning-system/guides/pricing.md).

# Pricing

## Config.PriceEscalationPercent

Controls how much mod variant prices increase for each mod variant displayed in the menu. The higher the variant, the more it cost.Setting it to 0 means no price increase and all mod variants cost the same.

```lua
Config.PriceEscalationPercent = 5
-- Type: Integer
-- Range: 0 - 100
```

**Usage:**

* **`0`**: No escalation; all mod variants have the same price defined in `Config.Mods`.
* **`1 - 100`**: Prices increase by the specified percentage for each higher mod variant, calculated on the price of the previous variant. For example, setting this to `5`means each higher mod variant will cost 5% more than the previous one.

## Config.PartAcquisitionCost

Determines whether to include the cost of acquiring parts in the final price of the mod.

```lua
Config.PartAcquisitionCost = true
-- Type: Boolean
-- Values: true, false
```

**Usage:**

* **`true`**: Adds the item price from `Config.Items['mods']` to the mod price, covering the acquisition cost of parts.
* **`false`**: Does not add acquisition costs to the mod price.

## Config.DefaultVehiclePrice

Specifies the fallback vehicle price used when the script cannot retrieve the vehicle value from a database or shared Lua file.

```lua
Config.DefaultVehiclePrice = 50000
-- Type: Integer
```

**Usage:**

* **`50000`**: Sets the default vehicle price to $50,000 if the vehicle value cannot be retrieved from a database or shared file. Adjust this value to suit your pricing needs.

## Config.TieredPricing

Enables or disables tier-based multipliers for mod pricing. If enabled, it uses [`Config.PriceTiers`](#config.pricetiers) to apply different multipliers based on the vehicle price.

```lua
Config.TieredPricing = true
-- Type: Boolean
-- Values: true, false
```

**Usage:**

* **`true`**: Enables tier-based multipliers for mod pricing.
* **`false`**: Disables tier-based multipliers for mod pricing.

## Config.PriceTiers

Defines the tiers for adjusting mod prices based on the vehicle price. Each tier specifies an upper limit and a corresponding multiplier. [`Config.TieredPricing`](#config.tieredpricing) must be enabled!

```lua
Config.PriceTiers = {
    { upperLimit = 10000, multiplier = 0.05 },  -- Tier 1: Integer upperLimit ($10,000), Float multiplier (5%)
    { upperLimit = 50000, multiplier = 0.03 },  -- Tier 2: Integer upperLimit ($50,000), Float multiplier (3%)
    { upperLimit = 100000, multiplier = 0.02 }, -- Tier 3: Integer upperLimit ($100,000), Float multiplier (2%)
    { upperLimit = 500000, multiplier = 0.01 }, -- Tier 4: Integer upperLimit ($500,000), Float multiplier (1%)
    { upperLimit = math.huge, multiplier = 0.005 } -- Tier 5: Integer upperLimit (Infinity), Float multiplier (0.5%)
}
-- Type: Table
```

**Usage:**

* **`upperLimit`**: (integer) The maximum vehicle price for the tier. Use `math.huge` for the last option.
* **`multiplier`**: (float) The percentage applied to mod prices within the tier.

{% hint style="warning" %}
You can add or edit tiers as needed. Ensure that `math.huge` is used as the `upperLimit` for the highest tier to cover all values above the defined limits.
{% endhint %}

W\.I.P


---

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