
R.E.P.O.
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You can now adjust the price scaling for Crystals, Health Packs, and Upgrades (Boosters).
Each upgrade is considered a different type. You will see the changes when you adjust the configuration and purchase multiple units of a single type. Here is the equation for how the cost is calculated:
cost = (BasePriceMultiplier + AdditionalCostPerPlayer * AllPlayers.Count)
| Category | Variable | Default Value | Description |
|---|---|---|---|
ItemType.Upgrade |
PriceMultiplier | 0.5 |
Multiplier applied to the base price of items |
ItemType.Upgrade |
AdditionalCostPerPlayer | 0.0 |
Fixed fee added per player to linearly increase the overall item price |
ItemType.HealthPack |
PriceMultiplier | 0.05 |
Multiplier applied to the base price of items |
ItemType.HealthPack |
AdditionalCostPerPlayer | 0.0 |
Fixed fee added per player to linearly increase the overall item price |
ItemType.Crystal |
PriceMultiplier | 0.2 |
Multiplier applied to the base price of items |
ItemType.Crystal |
AdditionalCostPerPlayer | 0.0 |
Fixed fee added per player to linearly increase the overall item price |
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