Prices
t1ger_tuning/shared/prices.lua
Config.PriceEscalationPercent = 5 -- Integer | value in percent between 0-100 where setting to 0 will disable price escalation, otherwise mod variant prices increase progressively. Making each higher option cost more.
Config.PartAcquisitionCost = true -- boolean | if true, item price from Config.Items['mods'] will be added to the calculated mod price price, else skipped. Ideally this would cover the cost to acquire parts if enabled.
Config.DefaultVehiclePrice = 50000 -- integer | Default vehicle price to be used if the script cannot retrieve the vehicle value from a database table or shared lua file.
Config.TieredPricing = true -- boolean | if true then tier-based multipliers for mod pricing, to disable set to false. This option uses Config.PriceTiers.
Config.PriceTiers = { -- A list of tiers where each tier specifies an upper limit and a corresponding multiplier. Config.TieredPricing must be enabled.
{ upperLimit = 10000, multiplier = 0.05 }, -- Tier 1: For vehicle prices up to $10,000, apply a multiplier of 5%.
{ upperLimit = 50000, multiplier = 0.03 }, -- Tier 2: For vehicle prices between $10,000 and $50,000, apply a multiplier of 3%.
{ upperLimit = 100000, multiplier = 0.02 }, -- Tier 3: For vehicle prices between $50,000 and $100,000, apply a multiplier of 2%.
{ upperLimit = 500000, multiplier = 0.01 }, -- Tier 4: For vehicle prices between $100,000 and $500,000, apply a multiplier of 1%.
{ upperLimit = math.huge, multiplier = 0.005 }, -- Tier 5: For vehicle prices above $500,000, apply a multiplier of 0.5%.
-- u can easily add more tiers, edit the current ones but make sure that math.huge is used to represent infinity for the highest tier.
}
Config.Prices = {
-- mod base prices can be modified inside shared/modtypes.lua
paints = {
metallic = 250,
matte = 350,
metals = 500,
util = 700,
worn = 750,
chameleon = 1000,
},
rgb = 1000
}
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