

You can now adjust the price scaling for Crystals, Health Packs, and Upgrades (Boosters).
How It Works in the Code:
Initial Calculation:
The item's value is first calculated using a random range multiplied by ValueMultiplier. It is then normalized (with a minimum of 1000, then divided by 1000 and rounded up).
Bonus Adjustments:
Depending on the item type, the code increases the value further:
UpgradeIncrease (from the Default category) and an additional fixed bonus per player from the PerPlayerIncrease setting.| Item Type | Scaling Factors |
|---|---|
| Upgrades | Increases with number of purchases and players |
| Health Packs | Increases with levels completed and players |
| Power Crystals | Increases with levels completed and players |
| Category | Variable | Default Value | Description |
|---|---|---|---|
Default |
ValueMultiplier | 4 |
Multiplies the base random value range to determine the item's initial value. |
Default |
UpgradeIncrease | 0.5 |
Applies a percentage bonus for upgrade items based on the number of upgrades purchased for the specific upgrade type. |
Default |
HealthPackIncrease | 0.05 |
Applies a percentage bonus for health packs based on the number of levels completed. |
Default |
CrystalIncrease | 0.2 |
Applies a percentage bonus for power crystals based on the number of levels completed. |
PerPlayerIncrease |
UpgradeIncrease | 0.0 |
Adds a fixed bonus per active player for upgrade items. |
PerPlayerIncrease |
HealthPackIncrease | 0.0 |
Adds a fixed bonus per active player for health pack items. |
PerPlayerIncrease |
CrystalIncrease | 0.0 |
Adds a fixed bonus per active player for power crystal items. |
If you have any feedback or suggestions, feel free to open an issue on the GitHub repository.
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