You can set ID to be the ID of the bonus you want to reward. In the below example, we're applying the default 'Knockout' state:state: 1
If you want a bonus to only apply while the source (a class, state, weapon, or armor) is active on the actor, append your id with !, like so:
state: 1!
If you're giving an item, weapon, or armor, you can provide a quantity by adding Xquantity to the end of your id. In the below example, pretend we are adding this bonus to the 'Poisoned' state. We will reward the actor with 2 of the default dispel herb items (id:3) upon level up, but only if the actor is poisoned:
item:3!x2
Alternatively, use the following setting to execute javascript:
$(codeHere
The code is executed when the actor learns the bonus. A recurring bonus will be executed every applicable time. Whatever code is executed will need to return the following based on the bonus type:
state: $(codeHere

- Needs to return a state ID.
skill: $(codeHere

- Needs to return a skill ID.
atk: $(codeHere

- Needs to return a number to add to the stat.
(This can be used with any stat bonus)
gold: $(codeHere

- Needs to return a number to add to the
party's gold.
item: $(codeHere

- Needs to return an item ID.
weapon: $(codeHere

- Needs to return a weapon ID.
armor: $(codeHere

- Needs to return an armor ID.
The exclusivity (!) and quantity (x) rules apply to eval as well.
If you are evaling for an item ID, you would use quantity like so:
item:$(codeHere

x5
If you want a stat gain you are evaling to only be applied
while the source is active, you would do this:
mhp: $(codeHere

!
Finally, let's combine the two:
item: $(codeHere)!x5