Price Multiplier
How pricing works
Each mod has a base price defined in config/_prices.lua (Config.Prices), grouped into customization, performance (a base plus perLevel), wheels, stancer and painting. The price a player is charged for a part is:
part price = base price × shop multiplier × vehicle class multiplier × vehicle value multiplierShop multiplier — the Price multiplier you set on this shop (Access & pricing). It scales every part in the cart. Examples:
1.0→ catalog price1.5→ +50%0.9→ −10%0→ the whole shop is free
Vehicle class multiplier — taken from
Config.Prices.classMultiplierby the vehicle's GTA class, falling back toConfig.Prices.defaultClassMultiplier. Use it to charge more for, say, supercars regardless of the shop.Vehicle value multiplier — an optional multiplier based on the car's monetary worth (
Config.VehiclePricing, brackets by value). This makes a $300k car cost more to tune than a $20k one for the exact same parts.
The cart total is the sum of every part's price, plus the shop's fixed Labor price.
Pricing is server-authoritative: the total shown in the cart is recomputed and validated on the server at checkout — the same shop, class and vehicle-value multipliers applied to the catalog base prices, plus the labor fee. A player can never pay a total the server didn't calculate.
Config.VehiclePricing is disabled by default. When enabled, the vehicle's value is resolved by getVehiclePrice in server/editable/vehicle_price.lua (implement it for your framework — owned-vehicle DB value, a model→price table, etc.). The same value is used for the client's displayed price and the server's charged price, so they always match.
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