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		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nsrr</id>
		<title>Tales of Maj'Eyal - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nsrr"/>
		<link rel="alternate" type="text/html" href="https://te4.org/wiki/Special:Contributions/Nsrr"/>
		<updated>2026-04-29T22:08:35Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://te4.org/w/index.php?title=Addon_List&amp;diff=20071</id>
		<title>Addon List</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addon_List&amp;diff=20071"/>
				<updated>2022-09-07T00:50:22Z</updated>
		
		<summary type="html">&lt;p&gt;Nsrr: /* Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Addons==&lt;br /&gt;
Addons are optional user created content for TOME.  They either add new content or functionality, or change it in some way.  This page is non-comprehensive list of addons generated by the TOME community that are confirmed to be fully functional for the current version (1.7.4).  (This page is currently a work in progress.)&lt;br /&gt;
&lt;br /&gt;
The main addon listing is here. [[https://te4.org/addons/tome link]]&lt;br /&gt;
&lt;br /&gt;
If you are adding to the list, please include the name of the mod, the contributor, a brief description, and a link to the te4 addon page (optionally Steam workshop as well).  Full descriptions can be added on a separate linked page.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
Addons that add a new campaign, with its own zones and quests.&lt;br /&gt;
* The Hammer of Urh'rok by Recaiden [[https://te4.org/games/addons/tome/campaign-hammer link]] - A short campaign following the invasion of Maj'Eyal by demons and their thralls. 9 main zones, 3 side zones, and a superboss.&lt;br /&gt;
* Light From Below by Erenion [[https://te4.org/games/addons/tome/lightbelow link]] - A short campaign following a mysterious subterranean artifact.  10 main zones, a post-game challenge, and unique item crafting.&lt;br /&gt;
&lt;br /&gt;
==DLC-like==&lt;br /&gt;
Some addons are broad enough that they add content in multiple categories.  They may contain multiple races, classes, and/or zones.&lt;br /&gt;
* Faetouched Collection v1.2.0 by Mr Frog - [[https://te4.org/games/addons/tome/mclass_faetouched link]] - In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic.  Includes a new starting scenario with original classes, art, music, and dialogue.&lt;br /&gt;
* Odyssey of The Summoner by Nekarcos and updated by Kamani_They-Them [[https://te4.org/games/addons/tome/neka_therianthropy_summoner_for_current_tome link]] - An extensive package that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.  It features the ranged summons: Hydra, Fire Drake, Flamespitter Ritch, War Hound, and Minotaur.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
This is a list of some current addons that add individual and groups of Classes:&lt;br /&gt;
* Class: Fallen by Recaiden [[https://te4.org/games/addons/tome/classfallen link]] - The original, non-prodigy version.&lt;br /&gt;
* Class: Harrier by astralinferno [[https://te4.org/games/addons/tome/knifeharrier link]]&lt;br /&gt;
* Class: Quantum Slider by Tradewind_Rider [[https://te4.org/games/addons/tome/quantum-slider link]]&lt;br /&gt;
* Class: Spellweaver by Kamani_They-Them [[https://te4.org/games/addons/tome/kam_spellweaver link]]&lt;br /&gt;
* Class Pack: Bladebender, Harbinger, Cooler Anorithil, and Zephyr by minqmay [[https://te4.org/games/addons/tome/qlass-pack link]] includes Lich and Dreamelf races.&lt;br /&gt;
* Class Pack: Hekantonkheire by Recaiden [[https://te4.org/games/addons/tome/classhekatonkheire link]] - 4 horror-inspired classes with a new unique resource.&lt;br /&gt;
*White Monk, Steam Shaper, High Guard, Grove Keeper, Mindslinger, Frost Invoker, and Incantor of Flame by nsrr [[https://te4.org/user/177873/addons link]]&lt;br /&gt;
*Class evolutions for Berserker(1), Bulwark(1), Rogue(1), and Skirmisher(8) by nsrr [[https://te4.org/user/177873/addons link]]&lt;br /&gt;
&lt;br /&gt;
==Escorts==&lt;br /&gt;
This is a list of current addons that add or change Escorts:&lt;br /&gt;
* Morvarc'h's Improved Escorts by Morvarc'h [[https://te4.org/games/addons/tome/morvarchsescorts link]] - Escorts provide category points to go with categories, and +2 talent points instead of one.  More diversity in escorts and categories, too.&lt;br /&gt;
* Select your Escorts by pseudoku [[https://te4.org/games/addons/tome/select-your-escorts link]] - Allows you to choose your escorts in advance and change your choices&lt;br /&gt;
&lt;br /&gt;
==Unlocks and Quality of Life==&lt;br /&gt;
* ZOmnibus Addon Pack by zizzo [[https://te4.org/games/addons/tome/zomnibus-addon-pack link]] - Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines.&lt;br /&gt;
* Faster Run/Rest/Explore by johnnyzero [[https://te4.org/games/addons/tome/faster-runrestexplore link]] &lt;br /&gt;
* Quick Combos by Recaiden [[https://te4.org/games/addons/tome/combo-talents link]]&lt;br /&gt;
* Turn Tracker by Recaiden [[https://te4.org/games/addons/tome/turntracker link]] - Adds a UI element that shows the predicted order of upcoming creature turns.&lt;br /&gt;
* Ignore Race/Class Locks by zizzo [[https://te4.org/games/addons/tome/ignore-raceclass-locks link]]&lt;br /&gt;
* Ignore Campaign/Difficulty Locks by zizzo [[https://te4.org/games/addons/tome/ignore_cd_locks link]]&lt;br /&gt;
* ASCII/Modern Graphics Mode by RootOfAllThings [[https://te4.org/games/addons/tome/ascii_modern_mode link]] - Modifies the &amp;quot;Modern&amp;quot; graphics mode to use ASCII tiles with colored backgrounds for terrain, while using the &amp;quot;Modern&amp;quot; high quality graphics for creatures, items, projectiles.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
This is a list of current addons that add or change races:&lt;br /&gt;
* Barachi by Mr.Frog [[https://te4.org/games/addons/tome/barachi_race link]]&lt;br /&gt;
* Doomling by Recaiden (Requires Ashes DLC)  [[https://te4.org/games/addons/tome/race-doomling link]]&lt;br /&gt;
* Gnomes by Werekracken [[https://te4.org/games/addons/tome/gnomes link]]&lt;br /&gt;
* Leprechauns by Werekracken [[https://te4.org/games/addons/tome/leprechaun link]]&lt;br /&gt;
* Oozewalker by Kamani_They-Them [[https://te4.org/games/addons/tome/kam_rise_of_oozetopia link]]&lt;br /&gt;
* Undead Racepack by Recaiden [[https://te4.org/games/addons/tome/race-undeadpack link]] - Banshee, Wight, Mummy, and Dread (evolution for other undead).&lt;br /&gt;
* Zilquish by astralInferno [[https://te4.org/games/addons/tome/zilquishrace link]]&lt;br /&gt;
* Naloren, Sholtar, Vor'tep, and Orcnac races by nsrr [[https://te4.org/user/177873/addons link]]&lt;/div&gt;</summary>
		<author><name>Nsrr</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Addon_List&amp;diff=20070</id>
		<title>Addon List</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addon_List&amp;diff=20070"/>
				<updated>2022-09-05T00:17:38Z</updated>
		
		<summary type="html">&lt;p&gt;Nsrr: /* Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Addons==&lt;br /&gt;
Addons are optional user created content for TOME.  They either add new content or functionality, or change it in some way.  This page is non-comprehensive list of addons generated by the TOME community that are confirmed to be fully functional for the current version (1.7.4).  (This page is currently a work in progress.)&lt;br /&gt;
&lt;br /&gt;
The main addon listing is here. [[https://te4.org/addons/tome link]]&lt;br /&gt;
&lt;br /&gt;
If you are adding to the list, please include the name of the mod, the contributor, a brief description, and a link to the te4 addon page (optionally Steam workshop as well).  Full descriptions can be added on a separate linked page.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
Addons that add a new campaign, with its own zones and quests.&lt;br /&gt;
* The Hammer of Urh'rok by Recaiden [[https://te4.org/games/addons/tome/campaign-hammer link]] - A short campaign following the invasion of Maj'Eyal by demons and their thralls. 9 main zones, 3 side zones, and a superboss.&lt;br /&gt;
* Light From Below by Erenion [[https://te4.org/games/addons/tome/lightbelow link]] - A short campaign following a mysterious subterranean artifact.  10 main zones, a post-game challenge, and unique item crafting.&lt;br /&gt;
&lt;br /&gt;
==DLC-like==&lt;br /&gt;
Some addons are broad enough that they add content in multiple categories.  They may contain multiple races, classes, and/or zones.&lt;br /&gt;
* Faetouched Collection v1.2.0 by Mr Frog - [[https://te4.org/games/addons/tome/mclass_faetouched link]] - In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic.  Includes a new starting scenario with original classes, art, music, and dialogue.&lt;br /&gt;
* Odyssey of The Summoner by Nekarcos and updated by Kamani_They-Them [[https://te4.org/games/addons/tome/neka_therianthropy_summoner_for_current_tome link]] - An extensive package that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.  It features the ranged summons: Hydra, Fire Drake, Flamespitter Ritch, War Hound, and Minotaur.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
This is a list of some current addons that add individual and groups of Classes:&lt;br /&gt;
* Class: Fallen by Recaiden [[https://te4.org/games/addons/tome/classfallen link]] - The original, non-prodigy version.&lt;br /&gt;
* Class: Harrier by astralinferno [[https://te4.org/games/addons/tome/knifeharrier link]]&lt;br /&gt;
* Class: Quantum Slider by Tradewind_Rider [[https://te4.org/games/addons/tome/quantum-slider link]]&lt;br /&gt;
* Class: Spellweaver by Kamani_They-Them [[https://te4.org/games/addons/tome/kam_spellweaver link]]&lt;br /&gt;
* Class Pack: Bladebender, Harbinger, Cooler Anorithil, and Zephyr by minqmay [[https://te4.org/games/addons/tome/qlass-pack link]] includes Lich and Dreamelf races.&lt;br /&gt;
* Class Pack: Hekantonkheire by Recaiden [[https://te4.org/games/addons/tome/classhekatonkheire link]] - 4 horror-inspired classes with a new unique resource.&lt;br /&gt;
*White Monk, Steam Shaper, High Guard, Grove Keeper, Mindslinger, Frost Invoker, and Incantor of Flame by nsrr [[https://te4.org/user/177873/addons link]]&lt;br /&gt;
*Class evolutions for Berserker(1), Bulwark(1), Rogue(1), and Skirmisher(7) by nsrr [[https://te4.org/user/177873/addons link]]&lt;br /&gt;
&lt;br /&gt;
==Escorts==&lt;br /&gt;
This is a list of current addons that add or change Escorts:&lt;br /&gt;
* Morvarc'h's Improved Escorts by Morvarc'h [[https://te4.org/games/addons/tome/morvarchsescorts link]] - Escorts provide category points to go with categories, and +2 talent points instead of one.  More diversity in escorts and categories, too.&lt;br /&gt;
* Select your Escorts by pseudoku [[https://te4.org/games/addons/tome/select-your-escorts link]] - Allows you to choose your escorts in advance and change your choices&lt;br /&gt;
&lt;br /&gt;
==Unlocks and Quality of Life==&lt;br /&gt;
* ZOmnibus Addon Pack by zizzo [[https://te4.org/games/addons/tome/zomnibus-addon-pack link]] - Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines.&lt;br /&gt;
* Faster Run/Rest/Explore by johnnyzero [[https://te4.org/games/addons/tome/faster-runrestexplore link]] &lt;br /&gt;
* Quick Combos by Recaiden [[https://te4.org/games/addons/tome/combo-talents link]]&lt;br /&gt;
* Turn Tracker by Recaiden [[https://te4.org/games/addons/tome/turntracker link]] - Adds a UI element that shows the predicted order of upcoming creature turns.&lt;br /&gt;
* Ignore Race/Class Locks by zizzo [[https://te4.org/games/addons/tome/ignore-raceclass-locks link]]&lt;br /&gt;
* Ignore Campaign/Difficulty Locks by zizzo [[https://te4.org/games/addons/tome/ignore_cd_locks link]]&lt;br /&gt;
* ASCII/Modern Graphics Mode by RootOfAllThings [[https://te4.org/games/addons/tome/ascii_modern_mode link]] - Modifies the &amp;quot;Modern&amp;quot; graphics mode to use ASCII tiles with colored backgrounds for terrain, while using the &amp;quot;Modern&amp;quot; high quality graphics for creatures, items, projectiles.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
This is a list of current addons that add or change races:&lt;br /&gt;
* Barachi by Mr.Frog [[https://te4.org/games/addons/tome/barachi_race link]]&lt;br /&gt;
* Doomling by Recaiden (Requires Ashes DLC)  [[https://te4.org/games/addons/tome/race-doomling link]]&lt;br /&gt;
* Gnomes by Werekracken [[https://te4.org/games/addons/tome/gnomes link]]&lt;br /&gt;
* Leprechauns by Werekracken [[https://te4.org/games/addons/tome/leprechaun link]]&lt;br /&gt;
* Oozewalker by Kamani_They-Them [[https://te4.org/games/addons/tome/kam_rise_of_oozetopia link]]&lt;br /&gt;
* Undead Racepack by Recaiden [[https://te4.org/games/addons/tome/race-undeadpack link]] - Banshee, Wight, Mummy, and Dread (evolution for other undead).&lt;br /&gt;
* Zilquish by astralInferno [[https://te4.org/games/addons/tome/zilquishrace link]]&lt;br /&gt;
* Naloren, Sholtar, Vor'tep, and Orcnac races by nsrr [[https://te4.org/user/177873/addons link]]&lt;/div&gt;</summary>
		<author><name>Nsrr</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Addon_List&amp;diff=20069</id>
		<title>Addon List</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addon_List&amp;diff=20069"/>
				<updated>2022-09-01T23:37:16Z</updated>
		
		<summary type="html">&lt;p&gt;Nsrr: /* Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Addons==&lt;br /&gt;
Addons are optional user created content for TOME.  They either add new content or functionality, or change it in some way.  This page is non-comprehensive list of addons generated by the TOME community that are confirmed to be fully functional for the current version (1.7.4).  (This page is currently a work in progress.)&lt;br /&gt;
&lt;br /&gt;
The main addon listing is here. [[https://te4.org/addons/tome link]]&lt;br /&gt;
&lt;br /&gt;
If you are adding to the list, please include the name of the mod, the contributor, a brief description, and a link to the te4 addon page (optionally Steam workshop as well).  Full descriptions can be added on a separate linked page.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
Addons that add a new campaign, with its own zones and quests.&lt;br /&gt;
* The Hammer of Urh'rok by Recaiden [[https://te4.org/games/addons/tome/campaign-hammer link]] - A short campaign following the invasion of Maj'Eyal by demons and their thralls. 9 main zones, 3 side zones, and a superboss.&lt;br /&gt;
* Light From Below by Erenion [[https://te4.org/games/addons/tome/lightbelow link]] - A short campaign following a mysterious subterranean artifact.  10 main zones, a post-game challenge, and unique item crafting.&lt;br /&gt;
&lt;br /&gt;
==DLC-like==&lt;br /&gt;
Some addons are broad enough that they add content in multiple categories.  They may contain multiple races, classes, and/or zones.&lt;br /&gt;
* Faetouched Collection v1.2.0 by Mr Frog - [[https://te4.org/games/addons/tome/mclass_faetouched link]] - In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic.  Includes a new starting scenario with original classes, art, music, and dialogue.&lt;br /&gt;
* Odyssey of The Summoner by Nekarcos and updated by Kamani_They-Them [[https://te4.org/games/addons/tome/neka_therianthropy_summoner_for_current_tome link]] - An extensive package that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.  It features the ranged summons: Hydra, Fire Drake, Flamespitter Ritch, War Hound, and Minotaur.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
This is a list of some current addons that add individual and groups of Classes:&lt;br /&gt;
* Class: Fallen by Recaiden [[https://te4.org/games/addons/tome/classfallen link]] - The original, non-prodigy version.&lt;br /&gt;
* Class: Harrier by astralinferno [[https://te4.org/games/addons/tome/knifeharrier link]]&lt;br /&gt;
* Class: Quantum Slider by Tradewind_Rider [[https://te4.org/games/addons/tome/quantum-slider link]]&lt;br /&gt;
* Class: Spellweaver by Kamani_They-Them [[https://te4.org/games/addons/tome/kam_spellweaver link]]&lt;br /&gt;
* Class Pack: Bladebender, Harbinger, Cooler Anorithil, and Zephyr by minqmay [[https://te4.org/games/addons/tome/qlass-pack link]] includes Lich and Dreamelf races.&lt;br /&gt;
* Class Pack: Hekantonkheire by Recaiden [[https://te4.org/games/addons/tome/classhekatonkheire link]] - 4 horror-inspired classes with a new unique resource.&lt;br /&gt;
*White Monk, Steam Shaper, High Guard, Grove Keeper, Mindslinger, Frost Invoker, and Incantor of Flame by nsrr [[https://te4.org/user/177873/addons link]]&lt;br /&gt;
*Class evolutions for Berserker(1), Bulwark(1), Rogue(1), and Skirmisher(6) by nsrr [[https://te4.org/user/177873/addons link]]&lt;br /&gt;
&lt;br /&gt;
==Escorts==&lt;br /&gt;
This is a list of current addons that add or change Escorts:&lt;br /&gt;
* Morvarc'h's Improved Escorts by Morvarc'h [[https://te4.org/games/addons/tome/morvarchsescorts link]] - Escorts provide category points to go with categories, and +2 talent points instead of one.  More diversity in escorts and categories, too.&lt;br /&gt;
* Select your Escorts by pseudoku [[https://te4.org/games/addons/tome/select-your-escorts link]] - Allows you to choose your escorts in advance and change your choices&lt;br /&gt;
&lt;br /&gt;
==Unlocks and Quality of Life==&lt;br /&gt;
* ZOmnibus Addon Pack by zizzo [[https://te4.org/games/addons/tome/zomnibus-addon-pack link]] - Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines.&lt;br /&gt;
* Faster Run/Rest/Explore by johnnyzero [[https://te4.org/games/addons/tome/faster-runrestexplore link]] &lt;br /&gt;
* Quick Combos by Recaiden [[https://te4.org/games/addons/tome/combo-talents link]]&lt;br /&gt;
* Turn Tracker by Recaiden [[https://te4.org/games/addons/tome/turntracker link]] - Adds a UI element that shows the predicted order of upcoming creature turns.&lt;br /&gt;
* Ignore Race/Class Locks by zizzo [[https://te4.org/games/addons/tome/ignore-raceclass-locks link]]&lt;br /&gt;
* Ignore Campaign/Difficulty Locks by zizzo [[https://te4.org/games/addons/tome/ignore_cd_locks link]]&lt;br /&gt;
* ASCII/Modern Graphics Mode by RootOfAllThings [[https://te4.org/games/addons/tome/ascii_modern_mode link]] - Modifies the &amp;quot;Modern&amp;quot; graphics mode to use ASCII tiles with colored backgrounds for terrain, while using the &amp;quot;Modern&amp;quot; high quality graphics for creatures, items, projectiles.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
This is a list of current addons that add or change races:&lt;br /&gt;
* Barachi by Mr.Frog [[https://te4.org/games/addons/tome/barachi_race link]]&lt;br /&gt;
* Doomling by Recaiden (Requires Ashes DLC)  [[https://te4.org/games/addons/tome/race-doomling link]]&lt;br /&gt;
* Gnomes by Werekracken [[https://te4.org/games/addons/tome/gnomes link]]&lt;br /&gt;
* Leprechauns by Werekracken [[https://te4.org/games/addons/tome/leprechaun link]]&lt;br /&gt;
* Oozewalker by Kamani_They-Them [[https://te4.org/games/addons/tome/kam_rise_of_oozetopia link]]&lt;br /&gt;
* Undead Racepack by Recaiden [[https://te4.org/games/addons/tome/race-undeadpack link]] - Banshee, Wight, Mummy, and Dread (evolution for other undead).&lt;br /&gt;
* Zilquish by astralInferno [[https://te4.org/games/addons/tome/zilquishrace link]]&lt;br /&gt;
* Naloren, Sholtar, Vor'tep, and Orcnac races by nsrr [[https://te4.org/user/177873/addons link]]&lt;/div&gt;</summary>
		<author><name>Nsrr</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Addon_List&amp;diff=20068</id>
		<title>Addon List</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addon_List&amp;diff=20068"/>
				<updated>2022-09-01T23:35:48Z</updated>
		
		<summary type="html">&lt;p&gt;Nsrr: /* Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Addons==&lt;br /&gt;
Addons are optional user created content for TOME.  They either add new content or functionality, or change it in some way.  This page is non-comprehensive list of addons generated by the TOME community that are confirmed to be fully functional for the current version (1.7.4).  (This page is currently a work in progress.)&lt;br /&gt;
&lt;br /&gt;
The main addon listing is here. [[https://te4.org/addons/tome link]]&lt;br /&gt;
&lt;br /&gt;
If you are adding to the list, please include the name of the mod, the contributor, a brief description, and a link to the te4 addon page (optionally Steam workshop as well).  Full descriptions can be added on a separate linked page.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
Addons that add a new campaign, with its own zones and quests.&lt;br /&gt;
* The Hammer of Urh'rok by Recaiden [[https://te4.org/games/addons/tome/campaign-hammer link]] - A short campaign following the invasion of Maj'Eyal by demons and their thralls. 9 main zones, 3 side zones, and a superboss.&lt;br /&gt;
* Light From Below by Erenion [[https://te4.org/games/addons/tome/lightbelow link]] - A short campaign following a mysterious subterranean artifact.  10 main zones, a post-game challenge, and unique item crafting.&lt;br /&gt;
&lt;br /&gt;
==DLC-like==&lt;br /&gt;
Some addons are broad enough that they add content in multiple categories.  They may contain multiple races, classes, and/or zones.&lt;br /&gt;
* Faetouched Collection v1.2.0 by Mr Frog - [[https://te4.org/games/addons/tome/mclass_faetouched link]] - In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic.  Includes a new starting scenario with original classes, art, music, and dialogue.&lt;br /&gt;
* Odyssey of The Summoner by Nekarcos and updated by Kamani_They-Them [[https://te4.org/games/addons/tome/neka_therianthropy_summoner_for_current_tome link]] - An extensive package that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.  It features the ranged summons: Hydra, Fire Drake, Flamespitter Ritch, War Hound, and Minotaur.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
This is a list of some current addons that add individual and groups of Classes:&lt;br /&gt;
* Class: Fallen by Recaiden [[https://te4.org/games/addons/tome/classfallen link]] - The original, non-prodigy version.&lt;br /&gt;
* Class: Harrier by astralinferno [[https://te4.org/games/addons/tome/knifeharrier link]]&lt;br /&gt;
* Class: Quantum Slider by Tradewind_Rider [[https://te4.org/games/addons/tome/quantum-slider link]]&lt;br /&gt;
* Class: Spellweaver by Kamani_They-Them [[https://te4.org/games/addons/tome/kam_spellweaver link]]&lt;br /&gt;
* Class Pack: Bladebender, Harbinger, Cooler Anorithil, and Zephyr by minqmay [[https://te4.org/games/addons/tome/qlass-pack link]] includes Lich and Dreamelf races.&lt;br /&gt;
* Class Pack: Hekantonkheire by Recaiden [[https://te4.org/games/addons/tome/classhekatonkheire link]] - 4 horror-inspired classes with a new unique resource.&lt;br /&gt;
*White Monk, Steam Shaper, High Guard, Grove Keeper, Mindslinger, Frost Invoker, and Incantor of Flame by nsrr [[https://te4.org/user/177873/addons link]]&lt;br /&gt;
*Class evolutions for Berserker(1), Bulwark(1), Rogue(1), and Skirmisher(6) by nsrr [[https://te4.org/user/177873/addons link]]&lt;br /&gt;
&lt;br /&gt;
==Escorts==&lt;br /&gt;
This is a list of current addons that add or change Escorts:&lt;br /&gt;
* Morvarc'h's Improved Escorts by Morvarc'h [[https://te4.org/games/addons/tome/morvarchsescorts link]] - Escorts provide category points to go with categories, and +2 talent points instead of one.  More diversity in escorts and categories, too.&lt;br /&gt;
* Select your Escorts by pseudoku [[https://te4.org/games/addons/tome/select-your-escorts link]] - Allows you to choose your escorts in advance and change your choices&lt;br /&gt;
&lt;br /&gt;
==Unlocks and Quality of Life==&lt;br /&gt;
* ZOmnibus Addon Pack by zizzo [[https://te4.org/games/addons/tome/zomnibus-addon-pack link]] - Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines.&lt;br /&gt;
* Faster Run/Rest/Explore by johnnyzero [[https://te4.org/games/addons/tome/faster-runrestexplore link]] &lt;br /&gt;
* Quick Combos by Recaiden [[https://te4.org/games/addons/tome/combo-talents link]]&lt;br /&gt;
* Turn Tracker by Recaiden [[https://te4.org/games/addons/tome/turntracker link]] - Adds a UI element that shows the predicted order of upcoming creature turns.&lt;br /&gt;
* Ignore Race/Class Locks by zizzo [[https://te4.org/games/addons/tome/ignore-raceclass-locks link]]&lt;br /&gt;
* Ignore Campaign/Difficulty Locks by zizzo [[https://te4.org/games/addons/tome/ignore_cd_locks link]]&lt;br /&gt;
* ASCII/Modern Graphics Mode by RootOfAllThings [[https://te4.org/games/addons/tome/ascii_modern_mode link]] - Modifies the &amp;quot;Modern&amp;quot; graphics mode to use ASCII tiles with colored backgrounds for terrain, while using the &amp;quot;Modern&amp;quot; high quality graphics for creatures, items, projectiles.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
This is a list of current addons that add or change races:&lt;br /&gt;
* Barachi by Mr.Frog [[https://te4.org/games/addons/tome/barachi_race link]]&lt;br /&gt;
* Doomling by Recaiden (Requires Ashes DLC)  [[https://te4.org/games/addons/tome/race-doomling link]]&lt;br /&gt;
* Gnomes by Werekracken [[https://te4.org/games/addons/tome/gnomes link]]&lt;br /&gt;
* Leprechauns by Werekracken [[https://te4.org/games/addons/tome/leprechaun link]]&lt;br /&gt;
* Oozewalker by Kamani_They-Them [[https://te4.org/games/addons/tome/kam_rise_of_oozetopia link]]&lt;br /&gt;
* Undead Racepack by Recaiden [[https://te4.org/games/addons/tome/race-undeadpack link]] - Banshee, Wight, Mummy, and Dread (evolution for other undead).&lt;br /&gt;
* Zilquish by astralInferno [[https://te4.org/games/addons/tome/zilquishrace link]]&lt;br /&gt;
* Sholtar, Vor'tep, Orcnac races by nsrr [[https://te4.org/user/177873/addons link]]&lt;/div&gt;</summary>
		<author><name>Nsrr</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Addon_List&amp;diff=20067</id>
		<title>Addon List</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addon_List&amp;diff=20067"/>
				<updated>2022-09-01T23:26:44Z</updated>
		
		<summary type="html">&lt;p&gt;Nsrr: /* Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Addons==&lt;br /&gt;
Addons are optional user created content for TOME.  They either add new content or functionality, or change it in some way.  This page is non-comprehensive list of addons generated by the TOME community that are confirmed to be fully functional for the current version (1.7.4).  (This page is currently a work in progress.)&lt;br /&gt;
&lt;br /&gt;
The main addon listing is here. [[https://te4.org/addons/tome link]]&lt;br /&gt;
&lt;br /&gt;
If you are adding to the list, please include the name of the mod, the contributor, a brief description, and a link to the te4 addon page (optionally Steam workshop as well).  Full descriptions can be added on a separate linked page.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
Addons that add a new campaign, with its own zones and quests.&lt;br /&gt;
* The Hammer of Urh'rok by Recaiden [[https://te4.org/games/addons/tome/campaign-hammer link]] - A short campaign following the invasion of Maj'Eyal by demons and their thralls. 9 main zones, 3 side zones, and a superboss.&lt;br /&gt;
* Light From Below by Erenion [[https://te4.org/games/addons/tome/lightbelow link]] - A short campaign following a mysterious subterranean artifact.  10 main zones, a post-game challenge, and unique item crafting.&lt;br /&gt;
&lt;br /&gt;
==DLC-like==&lt;br /&gt;
Some addons are broad enough that they add content in multiple categories.  They may contain multiple races, classes, and/or zones.&lt;br /&gt;
* Faetouched Collection v1.2.0 by Mr Frog - [[https://te4.org/games/addons/tome/mclass_faetouched link]] - In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic.  Includes a new starting scenario with original classes, art, music, and dialogue.&lt;br /&gt;
* Odyssey of The Summoner by Nekarcos and updated by Kamani_They-Them [[https://te4.org/games/addons/tome/neka_therianthropy_summoner_for_current_tome link]] - An extensive package that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.  It features the ranged summons: Hydra, Fire Drake, Flamespitter Ritch, War Hound, and Minotaur.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
This is a list of some current addons that add individual and groups of Classes:&lt;br /&gt;
* Class: Fallen by Recaiden [[https://te4.org/games/addons/tome/classfallen link]] - The original, non-prodigy version.&lt;br /&gt;
* Class: Harrier by astralinferno [[https://te4.org/games/addons/tome/knifeharrier link]]&lt;br /&gt;
* Class: Quantum Slider by Tradewind_Rider [[https://te4.org/games/addons/tome/quantum-slider link]]&lt;br /&gt;
* Class: Spellweaver by Kamani_They-Them [[https://te4.org/games/addons/tome/kam_spellweaver link]]&lt;br /&gt;
* Class Pack: Bladebender, Harbinger, Cooler Anorithil, and Zephyr by minqmay [[https://te4.org/games/addons/tome/qlass-pack link]] includes Lich and Dreamelf races.&lt;br /&gt;
* Class Pack: Hekantonkheire by Recaiden [[https://te4.org/games/addons/tome/classhekatonkheire link]] - 4 horror-inspired classes with a new unique resource.&lt;br /&gt;
&lt;br /&gt;
==Escorts==&lt;br /&gt;
This is a list of current addons that add or change Escorts:&lt;br /&gt;
* Morvarc'h's Improved Escorts by Morvarc'h [[https://te4.org/games/addons/tome/morvarchsescorts link]] - Escorts provide category points to go with categories, and +2 talent points instead of one.  More diversity in escorts and categories, too.&lt;br /&gt;
* Select your Escorts by pseudoku [[https://te4.org/games/addons/tome/select-your-escorts link]] - Allows you to choose your escorts in advance and change your choices&lt;br /&gt;
&lt;br /&gt;
==Unlocks and Quality of Life==&lt;br /&gt;
* ZOmnibus Addon Pack by zizzo [[https://te4.org/games/addons/tome/zomnibus-addon-pack link]] - Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines.&lt;br /&gt;
* Faster Run/Rest/Explore by johnnyzero [[https://te4.org/games/addons/tome/faster-runrestexplore link]] &lt;br /&gt;
* Quick Combos by Recaiden [[https://te4.org/games/addons/tome/combo-talents link]]&lt;br /&gt;
* Turn Tracker by Recaiden [[https://te4.org/games/addons/tome/turntracker link]] - Adds a UI element that shows the predicted order of upcoming creature turns.&lt;br /&gt;
* Ignore Race/Class Locks by zizzo [[https://te4.org/games/addons/tome/ignore-raceclass-locks link]]&lt;br /&gt;
* Ignore Campaign/Difficulty Locks by zizzo [[https://te4.org/games/addons/tome/ignore_cd_locks link]]&lt;br /&gt;
* ASCII/Modern Graphics Mode by RootOfAllThings [[https://te4.org/games/addons/tome/ascii_modern_mode link]] - Modifies the &amp;quot;Modern&amp;quot; graphics mode to use ASCII tiles with colored backgrounds for terrain, while using the &amp;quot;Modern&amp;quot; high quality graphics for creatures, items, projectiles.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
This is a list of current addons that add or change races:&lt;br /&gt;
* Barachi by Mr.Frog [[https://te4.org/games/addons/tome/barachi_race link]]&lt;br /&gt;
* Doomling by Recaiden (Requires Ashes DLC)  [[https://te4.org/games/addons/tome/race-doomling link]]&lt;br /&gt;
* Gnomes by Werekracken [[https://te4.org/games/addons/tome/gnomes link]]&lt;br /&gt;
* Leprechauns by Werekracken [[https://te4.org/games/addons/tome/leprechaun link]]&lt;br /&gt;
* Oozewalker by Kamani_They-Them [[https://te4.org/games/addons/tome/kam_rise_of_oozetopia link]]&lt;br /&gt;
* Undead Racepack by Recaiden [[https://te4.org/games/addons/tome/race-undeadpack link]] - Banshee, Wight, Mummy, and Dread (evolution for other undead).&lt;br /&gt;
* Zilquish by astralInferno [[https://te4.org/games/addons/tome/zilquishrace link]]&lt;br /&gt;
* Sholtar, Vor'tep, Orcnac races by nsrr [[https://te4.org/user/177873/addons link]]&lt;/div&gt;</summary>
		<author><name>Nsrr</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Callback&amp;diff=9937</id>
		<title>Callback</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Callback&amp;diff=9937"/>
				<updated>2016-01-02T19:42:25Z</updated>
		
		<summary type="html">&lt;p&gt;Nsrr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A quick description of Callbacks, from a person who knows nothing:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They are like Superloads or Hooks, but more focused.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a Callback, simply insert one into your talent (or timed_effect) just like you would anything else.&lt;br /&gt;
If the Callback has additional arguments, add them onto the end, after the normal (self, t) or (self, eff).&lt;br /&gt;
&lt;br /&gt;
           e.g.     callbackOnMeleeAttack = function(self, t, target, hitted, crit, weapon, damtype, mult, dam) &lt;br /&gt;
                          if hitted and crit then&lt;br /&gt;
                               self:heal(dam/2) &lt;br /&gt;
                          end&lt;br /&gt;
                      end,&lt;br /&gt;
 &lt;br /&gt;
The result of this particular callback is that you would heal yourself for half the damage dealt every time you land a melee attack that crits. &lt;br /&gt;
 You could use the same callback in an effect by replacing 't' (which represents the talent making the call) with 'eff' (which represents the effect making the call).&lt;br /&gt;
&lt;br /&gt;
List of callbacks in 1.2.5:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Actor.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called once per global turn.&lt;br /&gt;
&lt;br /&gt;
callbackOnActBase()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor begins their turn.&lt;br /&gt;
&lt;br /&gt;
callbackOnAct()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor moves.&lt;br /&gt;
&lt;br /&gt;
callbackOnMove(moved, force, ox, oy, x, y)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;moved(was a move completed? this can be tricky; we may technically 'move' and still be in the same spot)&lt;br /&gt;
&lt;br /&gt;
force(did somebody force us to move?)&lt;br /&gt;
&lt;br /&gt;
ox, oy(our starting location)&lt;br /&gt;
&lt;br /&gt;
x, y(where we moved to, or tried to move to (i.e. if we bump into a wall this will be the x and y of the wall)&lt;br /&gt;
&lt;br /&gt;
*Note* If you want the callback to check if the actor actually moved from one tile to another, make sure you include an if statement that compares the starting location (ox and oy) to the actor's location (self.x and self.y).&lt;br /&gt;
Something like:  ...if not (self.x == ox and self.y == oy) then...&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor is healed.&lt;br /&gt;
&lt;br /&gt;
callbackOnHeal(value, src)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;value(amount healed)&lt;br /&gt;
&lt;br /&gt;
src(source of the healing)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor takes damage. This happens at the end of onTakeHit, and right before the damage is actually dealt.&lt;br /&gt;
&lt;br /&gt;
callbackOnHit(cb, src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: This passes along the damage dealt under cb.value. Make any changes you want to cb.value, than return cb, if you wish to change the damage dealt.&lt;br /&gt;
&lt;br /&gt;
src(source of the damage)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor deals damage.&lt;br /&gt;
&lt;br /&gt;
callbackOnDealDamage(val, self, dead, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;val(damage dealt)&lt;br /&gt;
&lt;br /&gt;
self(who you're hitting)&lt;br /&gt;
&lt;br /&gt;
dead(did the attack kill your target?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor dies.&lt;br /&gt;
&lt;br /&gt;
callbackOnDeath(src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;src(who killed us?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a Summon of an Actor dies.&lt;br /&gt;
&lt;br /&gt;
callbackOnSummonDeath(self, src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: self in this case is referring to your summon. Do not confuse this with your actual self.&lt;br /&gt;
&lt;br /&gt;
src(who killed our summon?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor kills something.&lt;br /&gt;
&lt;br /&gt;
callbackOnKill(self, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: self in this case is referring to who died. Do not confuse this with your actual, living, self.&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor has a stat changed.&lt;br /&gt;
&lt;br /&gt;
callbackOnStatChange(stat, v)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;stat(the stat that was changed)&lt;br /&gt;
&lt;br /&gt;
v(the value of the change)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor wears something.&lt;br /&gt;
&lt;br /&gt;
callbackOnWear(o, bypass_set)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;o(the object worn)&lt;br /&gt;
&lt;br /&gt;
bypass_set()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor takes something off.&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeoff(o, bypass_set)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;o(the object removed)&lt;br /&gt;
&lt;br /&gt;
bypass_set()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a magical or natural talent fails to activate.&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentDisturbed(ab)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that failed)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called after a talent is used.&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentPost(ab, ret, silent)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that was used)&lt;br /&gt;
&lt;br /&gt;
ret(whatever the talent returned)&lt;br /&gt;
&lt;br /&gt;
Special note: Unless we are a sustain, we will fail if our talent returns anything but true.&lt;br /&gt;
&lt;br /&gt;
silent()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a sustain deactivates due to talent usage.&lt;br /&gt;
&lt;br /&gt;
callbackBreakOnTalent(ab)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that was deactivated)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a temporary effect tries to be applied.&lt;br /&gt;
&lt;br /&gt;
callbackOnTemporaryEffect(eff_id, e, p)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;eff_id(the effect id)&lt;br /&gt;
&lt;br /&gt;
e(the base effect info, as shown in its timed_effect file)&lt;br /&gt;
&lt;br /&gt;
p(the effect being applied, such as duration)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Archery.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack hits us.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryHit(self)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: self in this case is whoever was shooting at you. Do not confuse this with yourself.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack misses us.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryMiss(self)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: self in this case is whoever was shooting at you. Do not confuse this with yourself.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack happens.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryAttack(target, hitted, crit, weapon, ammo, damtype, mult, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;target(who is being hit?)&lt;br /&gt;
&lt;br /&gt;
hitted(did we hit?)&lt;br /&gt;
&lt;br /&gt;
crit(did we crit?)&lt;br /&gt;
&lt;br /&gt;
weapon(our weapon)&lt;br /&gt;
&lt;br /&gt;
ammo(our ammo)&lt;br /&gt;
&lt;br /&gt;
damtype(what type of damage did we do?)&lt;br /&gt;
&lt;br /&gt;
mult(our damage multiplier)&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an enemy hits us with a melee attack.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeHit(dam, target)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: target in this case is the enemy making the attack, not the attack's target (which would be you).&lt;br /&gt;
&lt;br /&gt;
dam( damage dealt by the attack)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an enemy misses us with a melee attack.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeMiss(dam, target)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: target in this case is the enemy making the attack, not the attack's target (which would be you).&lt;br /&gt;
&lt;br /&gt;
dam(our damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a melee attack happens.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeAttack(target, hitted, crit, weapon, damtype, mult, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;target(who is being hit?)&lt;br /&gt;
&lt;br /&gt;
hitted(did we hit?)&lt;br /&gt;
&lt;br /&gt;
crit(did we crit?)&lt;br /&gt;
&lt;br /&gt;
weapon(our weapon)&lt;br /&gt;
&lt;br /&gt;
damtype(what type of damage did we do?)&lt;br /&gt;
&lt;br /&gt;
mult(our damage multiplier)&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we crit.&lt;br /&gt;
&lt;br /&gt;
callbackOnCrit(type, dam, chance, target)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: type refers to either &amp;quot;physical&amp;quot; &amp;quot;spell&amp;quot; or &amp;quot;mind&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Special note 2: Only &amp;quot;physical&amp;quot; also returns a target along with it. Spell and mind do not.&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&lt;br /&gt;
&lt;br /&gt;
chance(the chance of the crit happening)&lt;br /&gt;
&lt;br /&gt;
target(who did we hit?)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Player.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we try to rest.&lt;br /&gt;
&lt;br /&gt;
callbackOnRest(status)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: status can either return &amp;quot;start&amp;quot; &amp;quot;stop&amp;quot; or &amp;quot;check&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;start&amp;quot; and &amp;quot;stop&amp;quot; simply allow you to do whatever you wish.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;check&amp;quot; will ask you to return either true or false. True will stop resting from ending.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we run. (shift + direction)&lt;br /&gt;
&lt;br /&gt;
callbackOnRun()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: We will be unable to run if True is returned.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''damage_types.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called before we take damage. We can completely stop damage from ever happening from here.&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeDamage(src, x, y, type, dam, tmp, no_martyr)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: You can return either data.dam or data.stopped. data.dam will behave just like you were passing the damage on, while data.stopped will stop the damage completely.&lt;br /&gt;
&lt;br /&gt;
src(who is hitting us)&lt;br /&gt;
&lt;br /&gt;
x, y(where is the damage happening?)&lt;br /&gt;
&lt;br /&gt;
type(what damage type is hitting us?)&lt;br /&gt;
&lt;br /&gt;
dam(how much are we being hit for?)&lt;br /&gt;
&lt;br /&gt;
tmp()&lt;br /&gt;
&lt;br /&gt;
no_martyr(set to true if your effect has the slightest chance of looping forever, usually due to dealing damage back)&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nsrr</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Callback&amp;diff=9936</id>
		<title>Callback</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Callback&amp;diff=9936"/>
				<updated>2016-01-02T14:56:39Z</updated>
		
		<summary type="html">&lt;p&gt;Nsrr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A quick description of Callbacks, from a person who knows nothing:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They are like Superloads or Hooks, but more focused.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a Callback, simply insert one into your talent (or timed_effect) just like you would anything else.&lt;br /&gt;
If the Callback has additional arguments, add them onto the end, after the normal (self, t) or (self, eff).&lt;br /&gt;
&lt;br /&gt;
           e.g.     callbackOnMeleeAttack = function(self, t, target, hitted, crit, weapon, damtype, mult, dam) &lt;br /&gt;
                          if hitted and crit then&lt;br /&gt;
                               self:heal(dam/2) &lt;br /&gt;
                          end&lt;br /&gt;
                      end,&lt;br /&gt;
 &lt;br /&gt;
The result of this particular callback is that you would heal yourself for half the damage dealt every time you hit and crit with a melee attack. &lt;br /&gt;
 You could use the same callback in an effect by replacing 't' (which represents the talent making the call) with 'eff' (which represents the effect making the call).&lt;br /&gt;
&lt;br /&gt;
List of callbacks in 1.2.5:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Actor.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called once per global turn.&lt;br /&gt;
&lt;br /&gt;
callbackOnActBase()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor begins their turn.&lt;br /&gt;
&lt;br /&gt;
callbackOnAct()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor moves.&lt;br /&gt;
&lt;br /&gt;
callbackOnMove(moved, force, ox, oy, x, y)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;moved(was a move completed? this can be tricky; we may technically 'move' and still be in the same spot)&lt;br /&gt;
&lt;br /&gt;
force(did somebody force us to move?)&lt;br /&gt;
&lt;br /&gt;
ox, oy(our starting location)&lt;br /&gt;
&lt;br /&gt;
x, y(where we moved to, or tried to move to (i.e. if we bump into a wall this will be the x and y of the wall)&lt;br /&gt;
&lt;br /&gt;
*Note* If you want the callback to check if the actor actually moved from one tile to another, make sure you include an if statement that compares the starting location (ox and oy) to the actor's location (self.x and self.y).&lt;br /&gt;
Something like:  ...if not (self.x == ox and self.y == oy) then...&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor is healed.&lt;br /&gt;
&lt;br /&gt;
callbackOnHeal(value, src)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;value(amount healed)&lt;br /&gt;
&lt;br /&gt;
src(source of the healing)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor takes damage. This happens at the end of onTakeHit, and right before the damage is actually dealt.&lt;br /&gt;
&lt;br /&gt;
callbackOnHit(cb, src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: This passes along the damage dealt under cb.value. Make any changes you want to cb.value, than return cb, if you wish to change the damage dealt.&lt;br /&gt;
&lt;br /&gt;
src(source of the damage)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor deals damage.&lt;br /&gt;
&lt;br /&gt;
callbackOnDealDamage(val, self, dead, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;val(damage dealt)&lt;br /&gt;
&lt;br /&gt;
self(who you're hitting)&lt;br /&gt;
&lt;br /&gt;
dead(did the attack kill your target?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor dies.&lt;br /&gt;
&lt;br /&gt;
callbackOnDeath(src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;src(who killed us?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a Summon of an Actor dies.&lt;br /&gt;
&lt;br /&gt;
callbackOnSummonDeath(self, src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: self in this case is referring to your summon. Do not confuse this with your actual self.&lt;br /&gt;
&lt;br /&gt;
src(who killed our summon?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor kills something.&lt;br /&gt;
&lt;br /&gt;
callbackOnKill(self, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: self in this case is referring to who died. Do not confuse this with your actual, living, self.&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor has a stat changed.&lt;br /&gt;
&lt;br /&gt;
callbackOnStatChange(stat, v)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;stat(the stat that was changed)&lt;br /&gt;
&lt;br /&gt;
v(the value of the change)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor wears something.&lt;br /&gt;
&lt;br /&gt;
callbackOnWear(o, bypass_set)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;o(the object worn)&lt;br /&gt;
&lt;br /&gt;
bypass_set()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor takes something off.&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeoff(o, bypass_set)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;o(the object removed)&lt;br /&gt;
&lt;br /&gt;
bypass_set()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a magical or natural talent fails to activate.&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentDisturbed(ab)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that failed)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called after a talent is used.&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentPost(ab, ret, silent)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that was used)&lt;br /&gt;
&lt;br /&gt;
ret(whatever the talent returned)&lt;br /&gt;
&lt;br /&gt;
Special note: Unless we are a sustain, we will fail if our talent returns anything but true.&lt;br /&gt;
&lt;br /&gt;
silent()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a sustain deactivates due to talent usage.&lt;br /&gt;
&lt;br /&gt;
callbackBreakOnTalent(ab)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that was deactivated)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a temporary effect tries to be applied.&lt;br /&gt;
&lt;br /&gt;
callbackOnTemporaryEffect(eff_id, e, p)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;eff_id(the effect id)&lt;br /&gt;
&lt;br /&gt;
e(the base effect info, as shown in its timed_effect file)&lt;br /&gt;
&lt;br /&gt;
p(the effect being applied, such as duration)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Archery.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack hits us.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryHit(self)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: self in this case is whoever was shooting at you. Do not confuse this with yourself.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack misses us.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryMiss(self)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: self in this case is whoever was shooting at you. Do not confuse this with yourself.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack happens.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryAttack(target, hitted, crit, weapon, ammo, damtype, mult, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;target(who is being hit?)&lt;br /&gt;
&lt;br /&gt;
hitted(did we hit?)&lt;br /&gt;
&lt;br /&gt;
crit(did we crit?)&lt;br /&gt;
&lt;br /&gt;
weapon(our weapon)&lt;br /&gt;
&lt;br /&gt;
ammo(our ammo)&lt;br /&gt;
&lt;br /&gt;
damtype(what type of damage did we do?)&lt;br /&gt;
&lt;br /&gt;
mult(our damage multiplier)&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an enemy hits us with a melee attack.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeHit(dam, target)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: target in this case is the enemy making the attack, not the attack's target (which would be you).&lt;br /&gt;
&lt;br /&gt;
dam( damage dealt by the attack)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an enemy misses us with a melee attack.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeMiss(dam, target)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: target in this case is the enemy making the attack, not the attack's target (which would be you).&lt;br /&gt;
&lt;br /&gt;
dam(our damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a melee attack happens.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeAttack(target, hitted, crit, weapon, damtype, mult, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;target(who is being hit?)&lt;br /&gt;
&lt;br /&gt;
hitted(did we hit?)&lt;br /&gt;
&lt;br /&gt;
crit(did we crit?)&lt;br /&gt;
&lt;br /&gt;
weapon(our weapon)&lt;br /&gt;
&lt;br /&gt;
damtype(what type of damage did we do?)&lt;br /&gt;
&lt;br /&gt;
mult(our damage multiplier)&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we crit.&lt;br /&gt;
&lt;br /&gt;
callbackOnCrit(type, dam, chance, target)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: type refers to either &amp;quot;physical&amp;quot; &amp;quot;spell&amp;quot; or &amp;quot;mind&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Special note 2: Only &amp;quot;physical&amp;quot; also returns a target along with it. Spell and mind do not.&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&lt;br /&gt;
&lt;br /&gt;
chance(the chance of the crit happening)&lt;br /&gt;
&lt;br /&gt;
target(who did we hit?)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Player.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we try to rest.&lt;br /&gt;
&lt;br /&gt;
callbackOnRest(status)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: status can either return &amp;quot;start&amp;quot; &amp;quot;stop&amp;quot; or &amp;quot;check&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;start&amp;quot; and &amp;quot;stop&amp;quot; simply allow you to do whatever you wish.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;check&amp;quot; will ask you to return either true or false. True will stop resting from ending.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we run. (shift + direction)&lt;br /&gt;
&lt;br /&gt;
callbackOnRun()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: We will be unable to run if True is returned.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''damage_types.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called before we take damage. We can completely stop damage from ever happening from here.&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeDamage(src, x, y, type, dam, tmp, no_martyr)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: You can return either data.dam or data.stopped. data.dam will behave just like you were passing the damage on, while data.stopped will stop the damage completely.&lt;br /&gt;
&lt;br /&gt;
src(who is hitting us)&lt;br /&gt;
&lt;br /&gt;
x, y(where is the damage happening?)&lt;br /&gt;
&lt;br /&gt;
type(what damage type is hitting us?)&lt;br /&gt;
&lt;br /&gt;
dam(how much are we being hit for?)&lt;br /&gt;
&lt;br /&gt;
tmp()&lt;br /&gt;
&lt;br /&gt;
no_martyr(set to true if your effect has the slightest chance of looping forever, usually due to dealing damage back)&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nsrr</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Callback&amp;diff=9935</id>
		<title>Callback</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Callback&amp;diff=9935"/>
				<updated>2016-01-02T14:53:36Z</updated>
		
		<summary type="html">&lt;p&gt;Nsrr: added example callback&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A quick description of Callbacks, from a person who knows nothing:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They are like Superloads or Hooks, but more focused.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a Callback, simply insert one into your talent (or timed_effect) just like you would anything else.&lt;br /&gt;
If the Callback has additional arguments, add them onto the end, after the normal (self, t) or (self, eff).&lt;br /&gt;
&lt;br /&gt;
           e.g.     callbackOnMeleeAttack = function(self, t, target, hitted, crit, weapon, damtype, mult, dam) &lt;br /&gt;
                          if hitted and crit then&lt;br /&gt;
                               self:heal(dam/2) &lt;br /&gt;
                          end&lt;br /&gt;
                      end,&lt;br /&gt;
 &lt;br /&gt;
The result of this particular callback is that you would heal yourself for half the damage dealt every time you hit and crit with a melee attack. &lt;br /&gt;
 You could use the same callback in an effect by replacing 't' (which represents the talent making the call) with 'eff' (which represents the effect making the call).&lt;br /&gt;
&lt;br /&gt;
List of callbacks in 1.2.5:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Actor.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called once per global turn.&lt;br /&gt;
&lt;br /&gt;
callbackOnActBase()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor begins their turn.&lt;br /&gt;
&lt;br /&gt;
callbackOnAct()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor moves.&lt;br /&gt;
&lt;br /&gt;
callbackOnMove(moved, force, ox, oy, x, y)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;moved(was a move completed? this can be tricky; we may technically 'move' and still be in the same spot)&lt;br /&gt;
&lt;br /&gt;
force(did somebody force us to move?)&lt;br /&gt;
&lt;br /&gt;
ox, oy(our starting location)&lt;br /&gt;
&lt;br /&gt;
x, y(where we moved to, or tried to move to (i.e. if we bump into a wall this will be the x and y of the wall)&lt;br /&gt;
&lt;br /&gt;
*Note* If you want the callback to check if the actor actually moved from one tile to another, make sure you include an if statement that compares the starting location (ox and oy) to the actor's location (self.x and self.y).&lt;br /&gt;
Something like:  ...if not (self.x == ox and self.y == oy) then...&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor is healed.&lt;br /&gt;
&lt;br /&gt;
callbackOnHeal(value, src)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;value(amount healed)&lt;br /&gt;
&lt;br /&gt;
src(source of the healing)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor takes damage. This happens at the end of onTakeHit, and right before the damage is actually dealt.&lt;br /&gt;
&lt;br /&gt;
callbackOnHit(cb, src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: This passes along the damage dealt under cb.value. Make any changes you want to cb.value, than return cb, if you wish to change the damage dealt.&lt;br /&gt;
&lt;br /&gt;
src(source of the damage)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor deals damage.&lt;br /&gt;
&lt;br /&gt;
callbackOnDealDamage(val, self, dead, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;val(damage dealt)&lt;br /&gt;
&lt;br /&gt;
self(who you're hitting)&lt;br /&gt;
&lt;br /&gt;
dead(did the attack kill your target?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor dies.&lt;br /&gt;
&lt;br /&gt;
callbackOnDeath(src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;src(who killed us?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a Summon of an Actor dies.&lt;br /&gt;
&lt;br /&gt;
callbackOnSummonDeath(self, src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: self in this case is referring to your summon. Do not confuse this with your actual self.&lt;br /&gt;
&lt;br /&gt;
src(who killed our summon?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor kills something.&lt;br /&gt;
&lt;br /&gt;
callbackOnKill(self, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: self in this case is referring to who died. Do not confuse this with your actual, living, self.&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor has a stat changed.&lt;br /&gt;
&lt;br /&gt;
callbackOnStatChange(stat, v)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;stat(the stat that was changed)&lt;br /&gt;
&lt;br /&gt;
v(the value of the change)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor wears something.&lt;br /&gt;
&lt;br /&gt;
callbackOnWear(o, bypass_set)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;o(the object worn)&lt;br /&gt;
&lt;br /&gt;
bypass_set()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor takes something off.&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeoff(o, bypass_set)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;o(the object removed)&lt;br /&gt;
&lt;br /&gt;
bypass_set()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a magical or natural talent fails to activate.&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentDisturbed(ab)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that failed)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called after a talent is used.&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentPost(ab, ret, silent)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that was used)&lt;br /&gt;
&lt;br /&gt;
ret(whatever the talent returned)&lt;br /&gt;
&lt;br /&gt;
Special note: Unless we are a sustain, we will fail if our talent returns anything but true.&lt;br /&gt;
&lt;br /&gt;
silent()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a sustain deactivates due to talent usage.&lt;br /&gt;
&lt;br /&gt;
callbackBreakOnTalent(ab)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that was deactivated)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a temporary effect tries to be applied.&lt;br /&gt;
&lt;br /&gt;
callbackOnTemporaryEffect(eff_id, e, p)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;eff_id(the effect id)&lt;br /&gt;
&lt;br /&gt;
e(the base effect info, as shown in its timed_effect file)&lt;br /&gt;
&lt;br /&gt;
p(the effect being applied, such as duration)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Archery.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack hits us.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryHit(self)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: self in this case is whoever was shooting at you. Do not confuse this with yourself.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack misses us.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryMiss(self)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: self in this case is whoever was shooting at you. Do not confuse this with yourself.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack happens.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryAttack(target, hitted, crit, weapon, ammo, damtype, mult, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;target(who is being hit?)&lt;br /&gt;
&lt;br /&gt;
hitted(did we hit?)&lt;br /&gt;
&lt;br /&gt;
crit(did we crit?)&lt;br /&gt;
&lt;br /&gt;
weapon(our weapon)&lt;br /&gt;
&lt;br /&gt;
ammo(our ammo)&lt;br /&gt;
&lt;br /&gt;
damtype(what type of damage did we do?)&lt;br /&gt;
&lt;br /&gt;
mult(our damage multiplier)&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an enemy hits us with a melee attack.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeHit(dam, target)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: target in this case the enemy making the attack, not the attack's target (which would be you).&lt;br /&gt;
&lt;br /&gt;
dam( damage dealt by the attack)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an enemy misses us with a melee attack.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeMiss(dam, target)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: target in this case is the enemy making the attack, not the attack's target (which would be you).&lt;br /&gt;
&lt;br /&gt;
dam(our damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a melee attack happens.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeAttack(target, hitted, crit, weapon, damtype, mult, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;target(who is being hit?)&lt;br /&gt;
&lt;br /&gt;
hitted(did we hit?)&lt;br /&gt;
&lt;br /&gt;
crit(did we crit?)&lt;br /&gt;
&lt;br /&gt;
weapon(our weapon)&lt;br /&gt;
&lt;br /&gt;
damtype(what type of damage did we do?)&lt;br /&gt;
&lt;br /&gt;
mult(our damage multiplier)&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we crit.&lt;br /&gt;
&lt;br /&gt;
callbackOnCrit(type, dam, chance, target)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: type refers to either &amp;quot;physical&amp;quot; &amp;quot;spell&amp;quot; or &amp;quot;mind&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Special note 2: Only &amp;quot;physical&amp;quot; also returns a target along with it. Spell and mind do not.&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&lt;br /&gt;
&lt;br /&gt;
chance(the chance of the crit happening)&lt;br /&gt;
&lt;br /&gt;
target(who did we hit?)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Player.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we try to rest.&lt;br /&gt;
&lt;br /&gt;
callbackOnRest(status)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: status can either return &amp;quot;start&amp;quot; &amp;quot;stop&amp;quot; or &amp;quot;check&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;start&amp;quot; and &amp;quot;stop&amp;quot; simply allow you to do whatever you wish.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;check&amp;quot; will ask you to return either true or false. True will stop resting from ending.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we run. (shift + direction)&lt;br /&gt;
&lt;br /&gt;
callbackOnRun()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: We will be unable to run if True is returned.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''damage_types.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called before we take damage. We can completely stop damage from ever happening from here.&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeDamage(src, x, y, type, dam, tmp, no_martyr)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: You can return either data.dam or data.stopped. data.dam will behave just like you were passing the damage on, while data.stopped will stop the damage completely.&lt;br /&gt;
&lt;br /&gt;
src(who is hitting us)&lt;br /&gt;
&lt;br /&gt;
x, y(where is the damage happening?)&lt;br /&gt;
&lt;br /&gt;
type(what damage type is hitting us?)&lt;br /&gt;
&lt;br /&gt;
dam(how much are we being hit for?)&lt;br /&gt;
&lt;br /&gt;
tmp()&lt;br /&gt;
&lt;br /&gt;
no_martyr(set to true if your effect has the slightest chance of looping forever, usually due to dealing damage back)&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nsrr</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Callback&amp;diff=9900</id>
		<title>Callback</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Callback&amp;diff=9900"/>
				<updated>2015-12-01T05:10:08Z</updated>
		
		<summary type="html">&lt;p&gt;Nsrr: clarified usage of callbackOnMove&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A quick description of Callbacks, from a person who knows nothing:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They are like Superloads or Hooks, but more focused.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To use a Callback, simply insert one into your talent (or timed_effect) just like you would anything else.&lt;br /&gt;
&lt;br /&gt;
If the Callback has additional arguements, add them onto the end, after the normal (self, t) or (self, eff).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of callbacks in 1.2.5:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Actor.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called once per global turn.&lt;br /&gt;
&lt;br /&gt;
callbackOnActBase()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor begins their turn.&lt;br /&gt;
&lt;br /&gt;
callbackOnAct()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor moves.&lt;br /&gt;
&lt;br /&gt;
callbackOnMove(moved, force, ox, oy, x, y)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;moved(was a move completed? this can be tricky; we may technically 'move' and still be in the same spot)&lt;br /&gt;
&lt;br /&gt;
force(did somebody force us to move?)&lt;br /&gt;
&lt;br /&gt;
ox, oy(our starting location)&lt;br /&gt;
&lt;br /&gt;
x, y(where we moved to, or tried to move to (i.e. if we bump into a wall this will be the x and y of the wall)&lt;br /&gt;
&lt;br /&gt;
*Note* If you want the callback to check if the actor actually moved from one tile to another, make sure you include an if statement that compares the starting location (ox and oy) to the actor's location (self.x and self.y).&lt;br /&gt;
Something like:  ...if not (self.x == ox and self.y == oy) then...&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor is healed.&lt;br /&gt;
&lt;br /&gt;
callbackOnHeal(value, src)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;value(amount healed)&lt;br /&gt;
&lt;br /&gt;
src(source of the healing)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor takes damage. This happens at the end of onTakeHit, and right before the damage is actually dealt.&lt;br /&gt;
&lt;br /&gt;
callbackOnHit(cb, src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: This passes along the damage dealt under cb.value. Make any changes you want to cb.value, than return cb, if you wish to change the damage dealt.&lt;br /&gt;
&lt;br /&gt;
src(source of the damage)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor deals damage.&lt;br /&gt;
&lt;br /&gt;
callbackOnDealDamage(val, self, dead, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;val(damage dealt)&lt;br /&gt;
&lt;br /&gt;
self(who you're hitting)&lt;br /&gt;
&lt;br /&gt;
dead(did the attack kill your target?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor dies.&lt;br /&gt;
&lt;br /&gt;
callbackOnDeath(src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;src(who killed us?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a Summon of an Actor dies.&lt;br /&gt;
&lt;br /&gt;
callbackOnSummonDeath(self, src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: self in this case is referring to your summon. Do not confuse this with your actual self.&lt;br /&gt;
&lt;br /&gt;
src(who killed our summon?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor kills something.&lt;br /&gt;
&lt;br /&gt;
callbackOnKill(self, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: self in this case is referring to who died. Do not confuse this with your actual, living, self.&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor has a stat changed.&lt;br /&gt;
&lt;br /&gt;
callbackOnStatChange(stat, v)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;stat(the stat that was changed)&lt;br /&gt;
&lt;br /&gt;
v(the value of the change)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor wears something.&lt;br /&gt;
&lt;br /&gt;
callbackOnWear(o, bypass_set)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;o(the object worn)&lt;br /&gt;
&lt;br /&gt;
bypass_set()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor takes something off.&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeoff(o, bypass_set)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;o(the object removed)&lt;br /&gt;
&lt;br /&gt;
bypass_set()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a magical or natural talent fails to activate.&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentDisturbed(ab)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that failed)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called after a talent is used.&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentPost(ab, ret, silent)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that was used)&lt;br /&gt;
&lt;br /&gt;
ret(whatever the talent returned)&lt;br /&gt;
&lt;br /&gt;
Special note: Unless we are a sustain, we will fail if our talent returns anything but true.&lt;br /&gt;
&lt;br /&gt;
silent()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a sustain deactivates due to talent usage.&lt;br /&gt;
&lt;br /&gt;
callbackBreakOnTalent(ab)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that was deactivated)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a temporary effect tries to be applied.&lt;br /&gt;
&lt;br /&gt;
callbackOnTemporaryEffect(eff_id, e, p)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;eff_id(the effect id)&lt;br /&gt;
&lt;br /&gt;
e(the base effect info, as shown in its timed_effect file)&lt;br /&gt;
&lt;br /&gt;
p(the effect being applied, such as duration)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Archery.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack hits us.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryHit(self)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: self in this case is whoever was shooting at you. Do not confuse this with yourself.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack misses us.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryMiss(self)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: self in this case is whoever was shooting at you. Do not confuse this with yourself.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack happens.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryAttack(target, hitted, crit, weapon, ammo, damtype, mult, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;target(who is being hit?)&lt;br /&gt;
&lt;br /&gt;
hitted(did we hit?)&lt;br /&gt;
&lt;br /&gt;
crit(did we crit?)&lt;br /&gt;
&lt;br /&gt;
weapon(our weapon)&lt;br /&gt;
&lt;br /&gt;
ammo(our ammo)&lt;br /&gt;
&lt;br /&gt;
damtype(what type of damage did we do?)&lt;br /&gt;
&lt;br /&gt;
mult(our damage multiplier)&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an enemy hits us with a melee attack.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeHit(self, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: self in this case is whoever was attacking you. Do not confuse this with yourself.&lt;br /&gt;
&lt;br /&gt;
dam(our damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an enemy misses us with a melee attack.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeMiss(self, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: self in this case is whoever was attacking you. Do not confuse this with yourself.&lt;br /&gt;
&lt;br /&gt;
dam(our damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a melee attack happens.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeAttack(target, hitted, crit, weapon, damtype, mult, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;target(who is being hit?)&lt;br /&gt;
&lt;br /&gt;
hitted(did we hit?)&lt;br /&gt;
&lt;br /&gt;
crit(did we crit?)&lt;br /&gt;
&lt;br /&gt;
weapon(our weapon)&lt;br /&gt;
&lt;br /&gt;
damtype(what type of damage did we do?)&lt;br /&gt;
&lt;br /&gt;
mult(our damage multiplier)&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we crit.&lt;br /&gt;
&lt;br /&gt;
callbackOnCrit(type, dam, chance, target)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: type refers to either &amp;quot;physical&amp;quot; &amp;quot;spell&amp;quot; or &amp;quot;mind&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Special note 2: Only &amp;quot;physical&amp;quot; also returns a target along with it. Spell and mind do not.&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&lt;br /&gt;
&lt;br /&gt;
chance(the chance of the crit happening)&lt;br /&gt;
&lt;br /&gt;
target(who did we hit?)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Player.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we try to rest.&lt;br /&gt;
&lt;br /&gt;
callbackOnRest(status)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: status can either return &amp;quot;start&amp;quot; &amp;quot;stop&amp;quot; or &amp;quot;check&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;start&amp;quot; and &amp;quot;stop&amp;quot; simply allow you to do whatever you wish.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;check&amp;quot; will ask you to return either true or false. True will stop resting from ending.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we run. (shift + direction)&lt;br /&gt;
&lt;br /&gt;
callbackOnRun()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: We will be unable to run if True is returned.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''damage_types.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called before we take damage. We can completely stop damage from ever happening from here.&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeDamage(src, x, y, type, dam, tmp, no_martyr)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: You can return either data.dam or data.stopped. data.dam will behave just like you were passing the damage on, while data.stopped will stop the damage completely.&lt;br /&gt;
&lt;br /&gt;
src(who is hitting us)&lt;br /&gt;
&lt;br /&gt;
x, y(where is the damage happening?)&lt;br /&gt;
&lt;br /&gt;
type(what damage type is hitting us?)&lt;br /&gt;
&lt;br /&gt;
dam(how much are we being hit for?)&lt;br /&gt;
&lt;br /&gt;
tmp()&lt;br /&gt;
&lt;br /&gt;
no_martyr(set to true if your effect has the slightest chance of looping forever, usually due to dealing damage back)&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nsrr</name></author>	</entry>

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