BEGIN reward REW_*
INTEGER GoldMin = 500
INTEGER GoldMax = 1000
ammount of gained gold
the game chooses a random value from this range
FLOAT AlignmentMin = 10.0
FLOAT AlignmentMax = 20.0
alignment adjustment
the game chooses a random value from this range
ATOMS Item_0 = ITM_*1a ITM_*1b ITM_*1x
ATOMS Item_1 = ITM_*2
ATOMS Item_2 = ITM_*3
ATOMS Item_3 = ITM_*n
gain items
using random lists of items
INTEGER ItemsMax = 4
maximum items
gained; in this case ("4"), player will get ITM_*2, ITM_*3, ITM_*n and one out
of itemlist Item_0 (ITM_*1a or ITM_*1b or ITM_*1x)
Item_Probability = 100.0 100.0 100.0 100.0
probabilities of reward for all (4) gained items
ATOM LearnClass = spell | skill | strike
ATOM LearnName = SPE_* | HIT_* | SKL_*
ATOM LearnDegree = learn | proficiency
FLOAT LearnStepMin = 5.0
FLOAT LearnStepMax = 10.0
learn a magic school,
skill, or combat
school
you must first learn an ability to be able to increase its proficiency
now, either item's:
ATOMS GainAttribute = improve "itemtype" "property"
FLOAT GainMin = 2.0
FLOAT GainMax = 3.0
improve an item
example: GainAttribute weapon DamageBashing
example: GainAttribute clothing ArmorClass
or improve a player's
attribute:
ATOMS GainAttribute = "attribute"
FLOAT GainMin = 2.0
FLOAT GainMax = 3.0
example: ATOMS GainAttribute = SphereSolar
amount of gain
END