All modification prices are calculated as a percentage of the vehicle’s value. The system multiplies the vehicle price by a defined percentage to determine the final cost of each upgrade. For example, if a vehicle costs $100,000 and an engine upgrade uses a value of 0.10, the modification will cost $10,000. If the script cannot determine the vehicle’s price, it will automatically use the fallback value defined in Config.DefaultVehiclePrice, which is set to 50000 by default.
Performance upgrades such as engine, brakes, transmission, suspension, armor, and turbo are configured inside Config.ModificationPricing.tuning. Each upgrade level uses a percentage of the vehicle’s price, meaning more expensive vehicles will naturally have higher upgrade costs.
Visual and cosmetic modifications are configured in Config.ModificationPricing.cosmetic. These include body parts like bumpers, spoilers, hoods, and exhausts, as well as visual changes such as paint colors, wheel types, neons, xenon lights, window tint, and license plates. Each modification uses a small percentage of the vehicle value to calculate its price.
Repair services are defined in Config.ModificationPricing.repair. This includes full vehicle repair, engine repair, body repair, and tire repair. Each repair type also uses a percentage of the vehicle’s value to keep repair costs balanced across all vehicle classes.
If you want to adjust the economy, you can modify these percentages. Lower values will make modifications cheaper, while higher values will increase their cost, allowing you to balance the mechanic system according to your server’s economy.
