T1GER Scripts Documentation
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  • Config.PriceEscalationPercent
  • Config.PartAcquisitionCost
  • Config.DefaultVehiclePrice
  • Config.TieredPricing
  • Config.PriceTiers
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Pricing

Guide and instructions on how to setup prices for mods

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.

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 5means 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.

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.

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

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

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.

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.

W.I.P

PreviousMod StationsNextMod Orders

Last updated 8 months ago

Enables or disables tier-based multipliers for mod pricing. If enabled, it uses to apply different multipliers based on the vehicle price.

Defines the tiers for adjusting mod prices based on the vehicle price. Each tier specifies an upper limit and a corresponding multiplier. must be enabled!

Config.PriceTiers
Config.TieredPricing