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Rewards Configuration

To make the game highly scalable, the template uses a centralized Rewards system. This structure is used across multiple modules, including Products, Gamepasses, and Events.


Available Reward Types & Specifics

These are the default registered reward keys you can use, along with their unique parameters:

  • DICE: Grants a specific dice to the player.

  • MONEY: Directly adds standard currency.

  • OFFLINE: Used only for Double_Offline (ProductsConfig!)

  • ADD_DATA: Directly alters a player's profile data. This type requires an extra Param key, which is an array outlining the direct path to the variable inside the player's saved data structure.

    lua
    Type = RewardsConstant.ADD_DATA,
    Param = {"Money"}, -- Refers to the path of player data
    Value = 5000,
  • ITEM: Grants a specific item to the player. When rewarding an item, you can optionally append a Mutation key to specify a unique variation of that item.

    lua
    Type = RewardsConstant.ITEM,
    Value = ItemsConstant.NAME.ITEM_A,
    Mutation = "Gold",

Developer Note

The custom keys (ITEM, DICE, MONEY) were created to simplify common actions for non-scripting users. However, if you understand basic scripting, you can use ADD_DATA to modify any player data path.


Reward Table Structure

A standard rewards block is constructed as an array of tables. You can stack as many rewards as you want inside a single block using the configurations detailed above.

lua
Rewards = {
    {
        Type = RewardsConstant.DICE,
        Value = DiceConstant.NAME.DICE_2,
        Amount = 2,
    },
    {
        Type = RewardsConstant.ITEM,
        Value = ItemsConstant.NAME.ITEM_A,
    },
    {
        Type = RewardsConstant.MONEY,
        Value = 10000,
    },
}