mod_rpg_plus_game_name = RPG Plus mod_rpg_plus_game_desc = The story of the RPG Plus sample, built on top of the RPG demo rather than beside it: a novel-style prologue at a crossroads with a class choice and a first charisma check, then the whole rpg_demo village and forest without a single edit — a trainer and a fortune teller are added by this mod's own map events file, a training yard scene, gear at the merchant's (a shop patch), a wolf with stats (a character patch). Only data and scenarios. rpg_plus/item/resin/name = Living resin rpg_plus/item/resin/desc = The slime left this instead of a will. Burns even in the rain. rpg_plus/item/wolf_pelt/name = Silver wolf fur rpg_plus/item/wolf_pelt/desc = The wolf sheds posthumously. Warm and tough. rpg_plus/item/amber/name = Amber heart rpg_plus/item/amber/desc = Something inside is beating. Resin should not do that. A lantern component. rpg_plus/item/salve/name = Woodland salve rpg_plus/item/salve/desc = Restores 18 health. Smells like soup. Is not soup. rpg_plus/item/ward_lantern/name = Ward lantern rpg_plus/item/ward_lantern/desc = Amber in a resin cradle. Take it to the woodland shrine. rpg_plus/item/fur_mantle/name = Warden mantle rpg_plus/item/fur_mantle/desc = Fur and resin: +3 defence, +1 vitality. Any class can wear it. rpg_plus/quest/ward/name = A light on the ledger rpg_plus/quest/ward/0 = Speak to the elder in the western house. Find out why the forest is closing in. rpg_plus/quest/ward/1 = Defeat the wolf by the cave in the eastern forest. Find the amber heart. rpg_plus/quest/ward/2 = Craft a ward lantern at the well workbench: amber, 2 resin, 2 branch bundles. Slimes drop resin; the merchant also sells it. Then enter the cave beyond the wolf to reach the shrine. rpg_plus/quest/ward/3 = Enter the cave beyond the wolf to reach the shrine. Decide whom the new light will serve. rpg_plus/quest/ward/4 = Return to the elder for payment. The forest already knows your answer. rpg_plus/quest/apothecary/name = Soup for external use rpg_plus/quest/apothecary/0 = The herbalist by the western fence needs medicine for burned hands. Speak to her. rpg_plus/quest/apothecary/1 = Craft woodland salve: mushroom + living resin. Use the well workbench, then deliver it to the herbalist. rpg_plus/quest/courier/name = The last delivery rpg_plus/quest/courier/0 = Find the missing courier in the southern Greywood. The herbalist gave him a parcel. rpg_plus/quest/courier/1 = Bring the courier’s note to the herbalist by the western fence. rpg_plus/recipe/salve/name = Woodland salve rpg_plus/recipe/salve/desc = Mushroom and resin. Works better outside than inside. rpg_plus/recipe/mantle/name = Warden mantle rpg_plus/recipe/mantle/desc = Silver fur cured with resin. Warmth and protection. rpg_plus/recipe/lantern/name = Ward lantern rpg_plus/recipe/lantern/desc = Amber, two resin and two branch bundles. Light needs a frame. rpg_plus/station/name = The well workbench rpg_plus/map/shrine = The forest remembers