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		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zireael</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=Zireael"/>
		<link rel="alternate" type="text/html" href="https://te4.org/wiki/Special:Contributions/Zireael"/>
		<updated>2026-04-10T06:15:44Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.26.2</generator>

	<entry>
		<id>https://te4.org/w/index.php?title=T4_Modules_Howto_Guide/Resolvers&amp;diff=10660</id>
		<title>T4 Modules Howto Guide/Resolvers</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=T4_Modules_Howto_Guide/Resolvers&amp;diff=10660"/>
				<updated>2016-02-23T13:45:19Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: start work on resolvers page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Resolvers=&lt;br /&gt;
&lt;br /&gt;
[[Entities]] work with resolvers. Basically, every time you need a given entity to be different from other entities created from the same table. For instance, this allows every orc to have a slightly different equipment - by using an equip resolver.&lt;br /&gt;
&lt;br /&gt;
Resolvers can have a _resolve_last flag set, this means they only get resolved on the last pass in entity creation (after all egos are applied).&lt;br /&gt;
&lt;br /&gt;
Entities can also have an instant_resolve flag, which is especially useful for appending to names and/or egos.&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=T4_Modules_Howto_Guide/Getting_Started&amp;diff=9965</id>
		<title>T4 Modules Howto Guide/Getting Started</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=T4_Modules_Howto_Guide/Getting_Started&amp;diff=9965"/>
				<updated>2016-01-31T13:41:22Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: note on other modules to copy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p&amp;gt;In order to start your own module, you need to create a new directory in the /game/modules/ directory, into which you copy the contents of either /game/modules/example/ or /game/modules/example_realtime/, which will give you bare-bones but working base to work off of.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Good existing modules to copy are Gatecrashers (contains shaders) and Hulk (tiles) - they are only slightly bigger than the example modules, but clear and readable.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==init.lua==&lt;br /&gt;
&amp;lt;p&amp;gt;The first file you need to customize is the init.lua file. This file has a few things you need to edit to make this module your own:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Setting&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;name&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;This is the official name of the module as seen in module selection list.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;long_name&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;This is the long name of the module that appears is descriptions.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;short_name&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;This is a short name used internal to the module. Preferred to be lower case and should be the same as the folder name.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;author&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Your name or pseudonym and email address.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;homepage&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Optional homepage of the module.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;version&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Module version. Does not automatically update. Change this between releases to differentiate them.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;engine&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Expected engine version.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;description&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;A description of your module. Can be multiple lines and paragraphs.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;starter&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Only change if you know what you are doing. And if you have to ask, you don't.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;show_only_on_cheat&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;If true, prevents this module from appearing in the mods list normally. This is enabled by default on the example module and should be disabled in your module.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;no_get_name&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Prevents the new character name dialog from showing up for your module. Use this if you set the character name yourself in your module.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;no_funfacts&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Set to true. This stops ToME4 gameplay stats from appearing on the loading screen.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;loading_wait_ticks&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;The affects the full speed of the loading bar. Set to around 30 for a small game, or tweak to get a speed that feels right to you.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;allow_userchat&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Registers 'space' as a key to talk, joins a channel named &amp;amp;quot;module&amp;amp;quot;, and inits the chat system. If the game implements a game.logChat(str, ...) method it'll send chat listens to there.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;background_name&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;A list of filenames (without the extension) of PNG images under the data/gfx/background directory to use as startup screen backgrounds. The game will load a logo file for each background at data/gfx/background/background_name.png if it is there&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;toc2&amp;quot;&amp;gt;Launching your module using command line parameters&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;By now you should be able to start t-engine normally and see your module in the list when you select new game. However, when changing features then quickly wanting to see its effects, this process involves a lot of unneeded clicks and wasted time. For this reason t-engine.exe supports various command line parameters.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Parameter&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;-M&amp;amp;lt;Module&amp;amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Auto-loads the specified module '''(using the module's short_name)'''.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;-u&amp;amp;lt;name&amp;amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Uses the specified name for the character.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;-n&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Forces a new character, overwriting any old saves with the same name.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;To take advantage of this in windows, you need to right-click on t-engine.exe and select 'Create Shortcut'. On the created shortcut right-click again and select properties. In the dialog add the following to the Target field:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;.../t-engine.exe -MMyModule -udefault -n&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Replacing MyModule with your module name and default with whichever character name you desire. Using this shortcut now will launch your module directly, saving you some time while prototyping.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Go back to [[T4 Modules Howto Guide]].&lt;br /&gt;
&lt;br /&gt;
{{Module Guides}}&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=9963</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=9963"/>
				<updated>2016-01-29T18:59:09Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: Veins update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.33.0 (January 2016)&lt;br /&gt;
|engine=1.3.3&lt;br /&gt;
|standalone=[https://github.com/Zireael07/The-Veins-of-the-Earth/releases]&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since Incursion went open-source, the focus of the development will be on delivering a different experience to Julian's game, mostly focusing around&lt;br /&gt;
&lt;br /&gt;
* tiles and spell icons&lt;br /&gt;
&lt;br /&gt;
* infinite dungeon&lt;br /&gt;
&lt;br /&gt;
* infinite leveling with a soft cap around 40-50 character levels&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' Various branches contain WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Key features:&lt;br /&gt;
&lt;br /&gt;
Based on the OGL license&lt;br /&gt;
&lt;br /&gt;
If you've ever played any of the games released on the Open Game Licence, whether computer or tabletop, you will find many things familiar. Same if you played any AD&amp;amp;D-derived games (Baldur's Gate, Icewind Dale, Angband)...&lt;br /&gt;
&lt;br /&gt;
Tiles&lt;br /&gt;
&lt;br /&gt;
The game uses freely available tiles which have been used in several Angband variants, so they are tried and proven.&lt;br /&gt;
&lt;br /&gt;
Tooltips&lt;br /&gt;
&lt;br /&gt;
Don't know what that spell or ability or monster is? Just mouse over it. Lots of readily accessible info for the player.&lt;br /&gt;
&lt;br /&gt;
Help&lt;br /&gt;
&lt;br /&gt;
Still stuck? Press F1 or H.&lt;br /&gt;
&lt;br /&gt;
Turn-based&lt;br /&gt;
&lt;br /&gt;
You make your action and enemies take theirs.&lt;br /&gt;
&lt;br /&gt;
Grid-based&lt;br /&gt;
&lt;br /&gt;
In true roguelike spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin [phased out with the updates for T-Engine 1.4.0]&lt;br /&gt;
* TILES - David E. Gervais with some edits by me&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 13 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]); warlock; shaman&lt;br /&gt;
* 6 prestige classes: shadowdancer, assasin, rcane archer, blackguard, loremaster, archmage&lt;br /&gt;
* 16 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes; lizardfolk, kobold, orc&lt;br /&gt;
* backgrounds for quicker character creation&lt;br /&gt;
* attributes can be generated either via rolling or via resettable point buy starting at 10&lt;br /&gt;
* better starting equipment, taking into account class and race; magic items as starting perks&lt;br /&gt;
* a random name generator, taking into account your race and sex, now with an option to type the name yourself&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* Luck stat affects generation of rare loot (but not magical properties)&lt;br /&gt;
* XP for killing monsters, descending deeper, disarming traps, seeing monsters&lt;br /&gt;
* multiclassing (with attribute scores requirements) &amp;amp; prestige classes &amp;amp; bonus feats based on class&lt;br /&gt;
* complete, colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties &amp;amp; feats&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* death at -10 and detrimental effects both at 0 and in the -1 to -9 range; certain monsters can now poison you, reducing your stats&lt;br /&gt;
* saving throws printed to log; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook now with spell information included, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level&lt;br /&gt;
* spell-like abilities for drow &amp;amp; duergar; other spell-likes as random perks at start&lt;br /&gt;
* Spellcraft test required to identify spells cast by others&lt;br /&gt;
* skill checks (printed to log) including armor check penalty &amp;amp; racial or feat bonuses; opposed checks&lt;br /&gt;
* stealth &amp;amp; sneak attacks&lt;br /&gt;
* all weapons from SRD; magic armors and shields; magic weapons; light sources; magic items&lt;br /&gt;
* all feats from SRD except archery feats and unarmed combat feats&lt;br /&gt;
* working item creation feats&lt;br /&gt;
* most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)&lt;br /&gt;
* pre-made d20-style encounters of more than 1 monster&lt;br /&gt;
* humanoid NPCs can now have character classes&lt;br /&gt;
* shopkeepers can now sell &amp;amp; buy items&lt;br /&gt;
* item identification in two stages, auto-destroying known cursed items&lt;br /&gt;
* CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* monster info screen, showing number of monsters killed and seen&lt;br /&gt;
* hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left&lt;br /&gt;
* colored in-game help screen; legend screen; basic rules info&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]; Sil-style min depth and anti-stairscum measures&lt;br /&gt;
* level feelings and item feelings (warning: these affect only pre-spawned items, not monster loot)&lt;br /&gt;
* calendar&lt;br /&gt;
* hunger counter and display&lt;br /&gt;
* integrated most of Marson's Bosses AWOL functions&lt;br /&gt;
* Diplomacy and Handle Animal skills &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=T4_Modules_Howto_Guide/Entities&amp;diff=9962</id>
		<title>T4 Modules Howto Guide/Entities</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=T4_Modules_Howto_Guide/Entities&amp;diff=9962"/>
				<updated>2016-01-29T18:57:49Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: info on force_ego&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Entities and Egos: Everything comes from here=&lt;br /&gt;
&lt;br /&gt;
==Entity Definitions==&lt;br /&gt;
&amp;lt;p&amp;gt;These variables are valid for all entities, that is, grid, actors, objects, stores or traps.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Variable&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Default&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;display&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;'.'&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Character to display in ASCII mode.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;image&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;nil&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Image to use as a tile.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;color&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;0,0,0&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Display color.  No effect on images.  A table of r,g,b.  Sets color_r, color_g and color_b.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;back_color&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;-1,-1,-1&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Back display color.  No effect on images.  A table of r,g,b.  Sets color_br, color_bg and color bb.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;tint&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;1,1,1&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Color to tint the display texture with.  Has an effect on both image and ASCII displays.  Sets tint_r, tint_g and tint_b.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;unique&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;unset&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;If true, only one of these will ever be generated.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;changed&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;unset&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Gets set to true whenever an entity undergoes changes.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Egos: Adding some variety==&lt;br /&gt;
&amp;lt;p&amp;gt;Egos are defined as 'special' versions of usually items that grant additional properties or effects to the user beyond the normal.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Egos are a very generic system in T-Engine.  NPCs, objects, traps, grids or even stores can potentially have egos.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;In the entity definitions, 3 ego-related variables are recognized:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Property&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;egos&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;String pointing to a lua file containing ego definitions.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;egos_chance&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Number between 0 and 100 defining the chance of this entity being an ego entity. NOTE: Even a chance of 100% may not pick an ego if none can be generated, for instance due to filters.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;force_ego&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Forces the entity to be generated with the ego (NOT addon) named by this variable. NOTE: this is broken in both 1.3.3 and 1.4.x, requiring workarounds to be used in addons/mods.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Egos are defined the same way as normal entities, in a newEntity{...} block.  Unlike other entities though they do not have a base (unless the base is another ego).  In addition, the following variables are recognized:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Property&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;name&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;This is the suffix the ego will add to the base entity.  If prefix is set to true, this is a prefix instead.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;prefix&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;If true, the ego is a prefix instead of a suffix.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This allows one ego to apply to a wide range of entities, such as a +strength ego apply to weapons and armor.  It also makes silliness possible such as a 'sharpened troll'.  Take care.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ego Grids===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;Note that while its possible to have ego grids, the way the map works at the moment all grids that are the same are the same object.  This means that the ego chance doesn't get evaluated per grid tile, it gets evaluated once per tile type for the whole level.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;It may be possible and has been suggested to force every grid to be a unique object in future versions, but this is still not advised due to increased memory use and larger resulting save files.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Go back to [[T4 Modules Howto Guide]]&lt;br /&gt;
&lt;br /&gt;
{{Module Guides}}&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=T4_Modules_Howto_Guide/Frame_Buffers&amp;diff=9767</id>
		<title>T4 Modules Howto Guide/Frame Buffers</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=T4_Modules_Howto_Guide/Frame_Buffers&amp;diff=9767"/>
				<updated>2015-08-17T12:06:31Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: update on how to avoid distortions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;        &amp;lt;div class=&amp;quot;content&amp;quot;&amp;gt;&amp;lt;p&amp;gt;[Quoting Darkgod from the forums, with some edits]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Hum shaders ...  You need to understand one thing about how this all works.&amp;lt;br /&amp;gt;&lt;br /&gt;
To use a fullscreen or fullmap shader the game makes a FBO (framebuffer object, like a virtual screen that outputs to a texture), displays the map inside it and then displays the FBO's texture through the shader. The shader is applied to each and every pixel drawn from the texture.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;So first you setup your FBOs, for that just copy ToME's Game:createFBOs() method and call it as tome does (in setupDisplayMode).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;      self.fbo = core.display.newFBO(Map.viewport.width, Map.viewport.height)&amp;lt;/pre&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If your map viewport height is not equal to the fullscreen height (game.h) you will need to use this instead to avoid distortions:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;      self.fbo = core.display.newFBO(Map.viewport.width, self.h)&amp;lt;/pre&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now your fbos are created and your shaders are loaded. You need to use them now. Not all displays can do shaders or FBO though, so you need two versions of your map display code:&amp;lt;br /&amp;gt;&lt;br /&gt;
Where your module probably just does (if you copied example module):&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;      self.level.map:display(nil, nil, nb_keyframe)&lt;br /&gt;
      self.target:display()&amp;lt;/pre&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;You instead do:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;      -- Display using Framebuffer, so that we can use shaders and all&lt;br /&gt;
      local map = game.level.map&lt;br /&gt;
      if self.fbo then&lt;br /&gt;
         self.fbo:use(true)&lt;br /&gt;
            map:display(0, 0, nb_keyframe)&lt;br /&gt;
         self.fbo:use(false, self.full_fbo)&lt;br /&gt;
         self.fbo:toScreen(map.display_x, map.display_y, map.viewport.width, map.viewport.height, self.fbo_shader.shad)&lt;br /&gt;
&lt;br /&gt;
         if self.target then self.target:display() end&lt;br /&gt;
&lt;br /&gt;
      -- Basic display; no FBOs&lt;br /&gt;
      else&lt;br /&gt;
         map:display(nil, nil, nb_keyframe)&lt;br /&gt;
         if self.target then self.target:display() end&lt;br /&gt;
      end&amp;lt;/pre&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This will make the map display in its own texture and then use the fbo shader on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
ToME uses two fbos, one for the map and one for the whole screen.&amp;lt;br /&amp;gt;&lt;br /&gt;
The fullscreen one must thus also be used:&amp;lt;br /&amp;gt;&lt;br /&gt;
At the top of Game:display() right after the &amp;amp;quot;if self.change_res_dialog&amp;amp;quot; you add a line:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;   if self.full_fbo then self.full_fbo:use(true) end&amp;lt;/pre&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;And then at the very bottom of Game:display() you do:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;   if self.full_fbo then&lt;br /&gt;
      self.full_fbo:use(false)&lt;br /&gt;
      self.full_fbo:toScreen(0, 0, self.w, self.h, self.full_fbo_shader.shad)&lt;br /&gt;
   end&amp;lt;/pre&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This will display all the game inside a fbo and then display it with the given shader.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Now shaders themselves. They live in data/gfx/shaders/ There must usualy be two file per shaders, a .lua file that describes it and a .frag one that is the shader code to run on the GPU. Try to see how main_fbo and full_fbo shaders in ToME work. They probably are enough for your needs but you can play with them as you need (or ask more specific questions).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Now if you did it all right your game should display .. just as before!&amp;lt;br /&amp;gt;&lt;br /&gt;
So we need to tell the shaders to do stuff. First tell the full_fbo shader to handle gamme correction instead of the OS (it usualy looks better):&amp;lt;br /&amp;gt;&lt;br /&gt;
define&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
support_shader_gamma = true&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;in Game.lua, before the init method (like ToME does).&amp;lt;br /&amp;gt;&lt;br /&gt;
If at that point you get a fully dark screen, try to add&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
self:setGamma(config.settings.gamma_correction / 100)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;right at the end of createFBOs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Now the fun part!&amp;lt;br /&amp;gt;&lt;br /&gt;
Say you want to colorize your game in red, you simply do:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
game.fbo_shader:setUniform(&amp;amp;quot;colorize&amp;amp;quot;, {1,0.2,0,1})&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Somewhere in your code. To restore default you do:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
game.fbo_shader:setUniform(&amp;amp;quot;colorize&amp;amp;quot;, {0,0,0,0})&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;ToME's relevant code for that is in Player:updateMainShader()&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Go play with those&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Go back to [[T4 Modules Howto Guide]]&lt;br /&gt;
&lt;br /&gt;
{{Module Guides}}&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=T4_Modules_Howto_Guide/Inventory_Dialogs&amp;diff=9766</id>
		<title>T4 Modules Howto Guide/Inventory Dialogs</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=T4_Modules_Howto_Guide/Inventory_Dialogs&amp;diff=9766"/>
				<updated>2015-08-17T08:48:25Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 id=&amp;quot;toc0&amp;quot;&amp;gt;Inventory and Equipment Dialogs&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This section assumes that objects and inventory has already been enabled by following the instructions in the [[Objects]] guide.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;toc1&amp;quot;&amp;gt;Picking up and dropping items&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;To start, lets add the ability to actually pickup and drop items.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;First, in your Game.lua file, find the setupCommands() method.  Inside this method add the following entry to the self.key:addBinds command:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; PICKUP_FLOOR = function()&lt;br /&gt;
    if self.player.no_inventory_access then return end&lt;br /&gt;
    self.player:playerPickup()&lt;br /&gt;
end,&lt;br /&gt;
DROP_FLOOR = function()&lt;br /&gt;
    if self.player.no_inventory_access then return end&lt;br /&gt;
    self.player:playerDrop()&lt;br /&gt;
end, &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This allows the pickup and drop commands to be mapped, which causes the player:playerPickup() or player:playerDrop() methods to execute. Now lets add these methods to the Player.lua file:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; function _M:playerPickup()&lt;br /&gt;
    -- If 2 or more objects, display a pickup dialog, otherwise just picks up&lt;br /&gt;
    if game.level.map:getObject(self.x, self.y, 2) then&lt;br /&gt;
        local d d = self:showPickupFloor(&amp;amp;quot;Pickup&amp;amp;quot;, nil, function(o, item)&lt;br /&gt;
            self:pickupFloor(item, true)&lt;br /&gt;
            self.changed = true&lt;br /&gt;
            d:used()&lt;br /&gt;
        end)&lt;br /&gt;
    else&lt;br /&gt;
        self:pickupFloor(1, true)&lt;br /&gt;
        self:sortInven()&lt;br /&gt;
        self:useEnergy()&lt;br /&gt;
    self.changed = true&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function _M:playerDrop()&lt;br /&gt;
    local inven = self:getInven(self.INVEN_INVEN)&lt;br /&gt;
    local d d = self:showInventory(&amp;amp;quot;Drop object&amp;amp;quot;, inven, nil, function(o, item)&lt;br /&gt;
        self:dropFloor(inven, item, true, true)&lt;br /&gt;
        self:sortInven(inven)&lt;br /&gt;
        self:useEnergy()&lt;br /&gt;
        self.changed = true&lt;br /&gt;
        return true&lt;br /&gt;
    end)&lt;br /&gt;
end &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Now you can play and pick up and drop your items!&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;toc2&amp;quot;&amp;gt;Inventory and equipment Screen&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Now that you can pick up and drop items, you need to be able to obtain an inventory list and equip items.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;First, as above, add the following to the key mappings in Game.lua:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; SHOW_INVENTORY = function()&lt;br /&gt;
    if self.player.no_inventory_access then return end&lt;br /&gt;
    local d&lt;br /&gt;
    d = self.player:showEquipInven(&amp;amp;quot;Inventory&amp;amp;quot;, nil, function(o, inven, item, button, event)&lt;br /&gt;
        if not o then return end&lt;br /&gt;
        local ud = require(&amp;amp;quot;mod.dialogs.UseItemDialog&amp;amp;quot;).new(event == &amp;amp;quot;button&amp;amp;quot;, self.player, o, item, inven, function(_, _, _, stop)&lt;br /&gt;
            d:generate()&lt;br /&gt;
            d:generateList()&lt;br /&gt;
            if stop then self:unregisterDialog(d) end&lt;br /&gt;
        end)&lt;br /&gt;
        self:registerDialog(ud)&lt;br /&gt;
    end)&lt;br /&gt;
end, &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Once done, you can try run the game and enjoy your new inventory listing.  You may however notice that the game will crash if you try to actually use or equip anything in your inventory.  This is because we have not yet defined the UseItemDialog.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;In your module's Dialogs directory, create a new file file UseItemDialog.lua and paste the following:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; require &amp;amp;quot;engine.class&amp;amp;quot;&lt;br /&gt;
require &amp;amp;quot;engine.ui.Dialog&amp;amp;quot;&lt;br /&gt;
local List = require &amp;amp;quot;engine.ui.List&amp;amp;quot;&lt;br /&gt;
local Savefile = require &amp;amp;quot;engine.Savefile&amp;amp;quot;&lt;br /&gt;
local Map = require &amp;amp;quot;engine.Map&amp;amp;quot;&lt;br /&gt;
&lt;br /&gt;
module(..., package.seeall, class.inherit(engine.ui.Dialog))&lt;br /&gt;
&lt;br /&gt;
function _M:init(center_mouse, actor, object, item, inven, onuse)&lt;br /&gt;
    self.actor = actor&lt;br /&gt;
    self.object = object&lt;br /&gt;
    self.inven = inven&lt;br /&gt;
    self.item = item&lt;br /&gt;
    self.onuse = onuse&lt;br /&gt;
&lt;br /&gt;
    self:generateList()&lt;br /&gt;
    local name = object:getName()&lt;br /&gt;
    local w = self.font_bold:size(name)&lt;br /&gt;
    engine.ui.Dialog.init(self, name, 1, 1)&lt;br /&gt;
&lt;br /&gt;
    local list = List.new{width=math.max(w, self.max) + 10, nb_items=#self.list, list=self.list, fct=function(item) self:use(item) end}&lt;br /&gt;
&lt;br /&gt;
    self:loadUI{&lt;br /&gt;
        {left=0, top=0, ui=list},&lt;br /&gt;
    }&lt;br /&gt;
    self:setupUI(true, true, function(w, h)&lt;br /&gt;
        if center_mouse then&lt;br /&gt;
            local mx, my = core.mouse.get()&lt;br /&gt;
            self.force_x = mx - w / 2&lt;br /&gt;
            self.force_y = my - (self.h - self.ih + list.fh / 3)&lt;br /&gt;
        end&lt;br /&gt;
    end)&lt;br /&gt;
&lt;br /&gt;
    self.key:addBinds{ EXIT = function() game:unregisterDialog(self) end, }&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function _M:use(item)&lt;br /&gt;
    if not item then return end&lt;br /&gt;
    game:unregisterDialog(self)&lt;br /&gt;
&lt;br /&gt;
    local act = item.action&lt;br /&gt;
&lt;br /&gt;
    --if act == &amp;amp;quot;use&amp;amp;quot; then&lt;br /&gt;
        --self.actor:playerUseItem(self.object, self.item, self.inven, self.onuse)&lt;br /&gt;
        --self.onuse(self.inven, self.item, self.object, true)&lt;br /&gt;
    --else&lt;br /&gt;
    if act == &amp;amp;quot;drop&amp;amp;quot; then&lt;br /&gt;
        self.actor:doDrop(self.inven, self.item, function() self.onuse(self.inven, self.item, self.object, false) end)&lt;br /&gt;
    elseif act == &amp;amp;quot;wear&amp;amp;quot; then&lt;br /&gt;
        self.actor:doWear(self.inven, self.item, self.object)&lt;br /&gt;
        self.onuse(self.inven, self.item, self.object, false)&lt;br /&gt;
    elseif act == &amp;amp;quot;takeoff&amp;amp;quot; then&lt;br /&gt;
        self.actor:doTakeoff(self.inven, self.item, self.object)&lt;br /&gt;
        self.onuse(self.inven, self.item, self.object, false)&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function _M:generateList()&lt;br /&gt;
    local list = {}&lt;br /&gt;
&lt;br /&gt;
    --if self.object:canUseObject() then list[#list+1] = {name=&amp;amp;quot;Use&amp;amp;quot;, action=&amp;amp;quot;use&amp;amp;quot;} end&lt;br /&gt;
    if self.inven == self.actor.INVEN_INVEN and self.object:wornInven() and self.actor:getInven(self.object:wornInven()) then list[#list+1] = {name=&amp;amp;quot;Wield/Wear&amp;amp;quot;, action=&amp;amp;quot;wear&amp;amp;quot;} end&lt;br /&gt;
    if self.inven ~= self.actor.INVEN_INVEN and self.object:wornInven() then list[#list+1] = {name=&amp;amp;quot;Take off&amp;amp;quot;, action=&amp;amp;quot;takeoff&amp;amp;quot;} end&lt;br /&gt;
    if self.inven == self.actor.INVEN_INVEN then list[#list+1] = {name=&amp;amp;quot;Drop&amp;amp;quot;, action=&amp;amp;quot;drop&amp;amp;quot;} end&lt;br /&gt;
&lt;br /&gt;
    self.max = 0&lt;br /&gt;
    self.maxh = 0&lt;br /&gt;
    for i, v in ipairs(list) do&lt;br /&gt;
        local w, h = self.font:size(v.name)&lt;br /&gt;
        self.max = math.max(self.max, w)&lt;br /&gt;
        self.maxh = self.maxh + self.font_h&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    self.list = list&lt;br /&gt;
end &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;In your Player.lua class file paste the following two functions:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; function _M:doDrop(inven, item, on_done, nb)&lt;br /&gt;
    if self.no_inventory_access then return end&lt;br /&gt;
    &lt;br /&gt;
    if nb == nil or nb &amp;amp;gt;= self:getInven(inven)[item]:getNumber() then&lt;br /&gt;
        self:dropFloor(inven, item, true, true)&lt;br /&gt;
    else&lt;br /&gt;
        for i = 1, nb do self:dropFloor(inven, item, true) end&lt;br /&gt;
    end&lt;br /&gt;
    self:sortInven(inven)&lt;br /&gt;
    self:useEnergy()&lt;br /&gt;
    self.changed = true&lt;br /&gt;
    if on_done then on_done() end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function _M:doWear(inven, item, o)&lt;br /&gt;
    self:removeObject(inven, item, true)&lt;br /&gt;
    local ro = self:wearObject(o, true, true)&lt;br /&gt;
    if ro then&lt;br /&gt;
        if type(ro) == &amp;amp;quot;table&amp;amp;quot; then self:addObject(inven, ro) end&lt;br /&gt;
    elseif not ro then&lt;br /&gt;
        self:addObject(inven, o)&lt;br /&gt;
    end&lt;br /&gt;
    self:sortInven()&lt;br /&gt;
    self:useEnergy()&lt;br /&gt;
    self.changed = true&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function _M:doTakeoff(inven, item, o)&lt;br /&gt;
    if self:takeoffObject(inven, item) then&lt;br /&gt;
        self:addObject(self.INVEN_INVEN, o)&lt;br /&gt;
    end&lt;br /&gt;
    self:sortInven()&lt;br /&gt;
    self:useEnergy()&lt;br /&gt;
    self.changed = true&lt;br /&gt;
end &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;You should now be able to drop items from within the inventory screen as well as equip and takeoff items.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;toc3&amp;quot;&amp;gt;Consumable and activatable items&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Right now you can only &amp;amp;quot;wear&amp;amp;quot;, &amp;amp;quot;takeoff&amp;amp;quot;, &amp;amp;quot;pickup&amp;amp;quot; and &amp;amp;quot;drop&amp;amp;quot; items. This section deals with allowing objects to be &amp;amp;quot;used&amp;amp;quot;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;First, return to the UseItemDialog.lua file in the dialogs directory and uncomment the commented lines in the use and generateList methods.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The onuse flag refers to whether the inventory screen should be closed or not upon using an item.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Next you need to add a new method to the object class to allow the code to check whether an object can be used.  If you have not already, this will involve actually creating an objects class.  Paste the following into the Object.lua class file:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; require &amp;amp;quot;engine.class&amp;amp;quot;&lt;br /&gt;
require &amp;amp;quot;engine.Object&amp;amp;quot;&lt;br /&gt;
require &amp;amp;quot;engine.interface.ObjectActivable&amp;amp;quot;&lt;br /&gt;
&lt;br /&gt;
local Stats = require(&amp;amp;quot;engine.interface.ActorStats&amp;amp;quot;)&lt;br /&gt;
local Talents = require(&amp;amp;quot;engine.interface.ActorTalents&amp;amp;quot;)&lt;br /&gt;
local DamageType = require(&amp;amp;quot;engine.DamageType&amp;amp;quot;)&lt;br /&gt;
&lt;br /&gt;
module(..., package.seeall, class.inherit(&lt;br /&gt;
    engine.Object,&lt;br /&gt;
    engine.interface.ObjectActivable,&lt;br /&gt;
    engine.interface.ActorTalents&lt;br /&gt;
))&lt;br /&gt;
&lt;br /&gt;
function _M:init(t, no_default)&lt;br /&gt;
    t.encumber = t.encumber or 0&lt;br /&gt;
&lt;br /&gt;
    engine.Object.init(self, t, no_default)&lt;br /&gt;
    engine.interface.ObjectActivable.init(self, t)&lt;br /&gt;
    engine.interface.ActorTalents.init(self, t)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function _M:canAct()&lt;br /&gt;
    if self.power_regen or self.use_talent then return true end&lt;br /&gt;
    return false&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function _M:act()&lt;br /&gt;
    self:regenPower()&lt;br /&gt;
    self:cooldownTalents()&lt;br /&gt;
    self:useEnergy()&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function _M:use(who, typ, inven, item)&lt;br /&gt;
    inven = who:getInven(inven)&lt;br /&gt;
&lt;br /&gt;
    if self:wornInven() and not self.wielded and not self.use_no_wear then&lt;br /&gt;
        game.logPlayer(who, &amp;amp;quot;You must wear this object to use it!&amp;amp;quot;)&lt;br /&gt;
        return&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    local types = {}&lt;br /&gt;
    if self:canUseObject() then types[#types+1] = &amp;amp;quot;use&amp;amp;quot; end&lt;br /&gt;
&lt;br /&gt;
    if not typ and #types == 1 then typ = types[1] end&lt;br /&gt;
&lt;br /&gt;
    if typ == &amp;amp;quot;use&amp;amp;quot; then&lt;br /&gt;
        local ret = {self:useObject(who, inven, item)}&lt;br /&gt;
        if ret[1] then&lt;br /&gt;
            if self.use_sound then game:playSoundNear(who, self.use_sound) end&lt;br /&gt;
            who:useEnergy(game.energy_to_act * (inven.use_speed or 1))&lt;br /&gt;
        end&lt;br /&gt;
        return unpack(ret)&lt;br /&gt;
    end&lt;br /&gt;
end &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;You will also need to modify you Game.lua class: In the loaded function modify the Zone:setup call to also include your new Object class:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; Zone:setup{npc_class=&amp;amp;quot;mod.class.NPC&amp;amp;quot;, grid_class=&amp;amp;quot;mod.class.Grid&amp;amp;quot;, object_class=&amp;amp;quot;mod.class.Object&amp;amp;quot;} &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Also add the following function to the Player.lua class:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; function _M:playerUseItem(object, item, inven)&lt;br /&gt;
    local use_fct = function(o, inven, item)&lt;br /&gt;
        if not o then return end&lt;br /&gt;
        local co = coroutine.create(function()&lt;br /&gt;
            self.changed = true&lt;br /&gt;
&lt;br /&gt;
            local ret = o:use(self, nil, inven, item) or {}&lt;br /&gt;
            if not ret.used then return end&lt;br /&gt;
            if ret.destroy then&lt;br /&gt;
                if o.multicharge and o.multicharge &amp;amp;gt; 1 then&lt;br /&gt;
                    o.multicharge = o.multicharge - 1&lt;br /&gt;
                else&lt;br /&gt;
                    local _, del = self:removeObject(self:getInven(inven), item)&lt;br /&gt;
                    if del then&lt;br /&gt;
                        game.log(&amp;amp;quot;You have no more %s.&amp;amp;quot;, o:getName{no_count=true, do_color=true})&lt;br /&gt;
                    else&lt;br /&gt;
                        game.log(&amp;amp;quot;You have %s.&amp;amp;quot;, o:getName{do_color=true})&lt;br /&gt;
                    end&lt;br /&gt;
                    self:sortInven(self:getInven(inven))&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
        end)&lt;br /&gt;
        local ok, ret = coroutine.resume(co)&lt;br /&gt;
        if not ok and ret then print(debug.traceback(co)) error(ret) end&lt;br /&gt;
        return true&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    if object and item then return use_fct(object, inven, item) end&lt;br /&gt;
&lt;br /&gt;
    local titleupdator = self:getEncumberTitleUpdator(&amp;amp;quot;Use object&amp;amp;quot;)&lt;br /&gt;
    self:showEquipInven(titleupdator(),&lt;br /&gt;
        function(o)&lt;br /&gt;
            return o:canUseObject()&lt;br /&gt;
        end,&lt;br /&gt;
        use_fct&lt;br /&gt;
    )&lt;br /&gt;
end &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Congratulations, you now have usable items.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Now all you need to do is define your items usable.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;For consumable objects like potions:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; use_simple = { name = &amp;amp;quot;power name&amp;amp;quot;,&lt;br /&gt;
  use = function(self,who)&lt;br /&gt;
    &amp;amp;lt;Code for power use here&amp;amp;gt;&lt;br /&gt;
    return {used = true, destroy = true}&lt;br /&gt;
  end&lt;br /&gt;
}, &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;For an object like a wand with limited charges:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; multicharge = &amp;amp;lt;charges&amp;amp;gt;,&lt;br /&gt;
use_simple = { name = &amp;amp;quot;power name&amp;amp;quot;,&lt;br /&gt;
  use = function(self,who)&lt;br /&gt;
    &amp;amp;lt;Code for power use here&amp;amp;gt;&lt;br /&gt;
    return {used = true, destroy = true}&lt;br /&gt;
  end&lt;br /&gt;
}, &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;For a magical object with regenerating power:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; max_power = &amp;amp;lt;max power&amp;amp;gt;,&lt;br /&gt;
power_regen = &amp;amp;lt;power regained per turn&amp;amp;gt;,&lt;br /&gt;
use_power = {name = &amp;amp;quot;power name&amp;amp;quot;, power = &amp;amp;lt;power use per charge&amp;amp;gt;,&lt;br /&gt;
  use = function(self, who)&lt;br /&gt;
    &amp;amp;lt;Code for power use here&amp;amp;gt;&lt;br /&gt;
    return true&lt;br /&gt;
  end&lt;br /&gt;
}, &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;For a magical object that activates a talent on use:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; max_power = &amp;amp;lt;max power&amp;amp;gt;,&lt;br /&gt;
power_regen = &amp;amp;lt;power regained per turn&amp;amp;gt;,&lt;br /&gt;
use_talent = {id = Talents.T_SOMETALENT, level = &amp;amp;lt;level of talent&amp;amp;gt;, power = &amp;amp;lt;power use per charge&amp;amp;gt; }, &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Go back to [[T4 Modules Howto Guide]]&lt;br /&gt;
&lt;br /&gt;
{{Module Guides}}&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=T4_Modules_Howto_Guide/NPCs&amp;diff=9713</id>
		<title>T4 Modules Howto Guide/NPCs</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=T4_Modules_Howto_Guide/NPCs&amp;diff=9713"/>
				<updated>2015-04-29T15:41:14Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: add rarities example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 id=&amp;quot;toc0&amp;quot;&amp;gt;Actors: NPCs and Monsters&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;toc1&amp;quot;&amp;gt;Important NPC Definitions&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that these are also used in the copy table in a player descriptor. These expand on the properties available to all entities, see [[Entities]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Variable&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;name&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Displayed NPC name.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;short_name&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;NPC identifier. name is used if unset&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;desc&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Optional description of NPC.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;type&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;NPC Type (No known hardcoded types)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;subtype&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Better categorization for NPC.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;display&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Character that the NPC is displayed as in text mode.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;faction&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Actor faction.  Defaults to &amp;amp;quot;enemies&amp;amp;quot;.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;ai&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Selects which ai to use for NPC.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;ai_state&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;(?) Depends on AI class.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;rarity&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;How common this NPC is to generate.  Higher is rarer.  If not set will not ever generate. Do not set to 0, this is bad.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;level_range&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Minimum and maximum levels for NPC. Read NPC Level Scaling below.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;autolevel&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Which leveling function to use to level up NPC.  Read NPC Level Scaling below.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;max_life&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Max life at level 1.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;energy.mod&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Scales how much energy is gained per tick.  Defaults to 1.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;sight&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Sight radius.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;exp_mod&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Scales how much exp is needed to reach a new level.  Defaults to 1.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;exp_worth&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Indicator of Actor exp value.  By default, exp for killing an Actor is its level times this value.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;egos&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;See ego section in [[Entities]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;egos_chance&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;See ego section in [[Entities]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These variables are not set in the definitions file, though they can be.  They can be useful to access in code however.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Important runtime variables&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;energy.value&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Current energy of this actor. Defaults to 0.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;self.energy.used&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Set to true if some energy was used this tick.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;life&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Current life.  Defaults to max_life.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;dead&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;true if entity is dead.  Different from undead.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;level&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Current Actor level.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;exp&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Current experience.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;max_level&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Maximum level for the Actor.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The example module implements several other variables in its Actor class and Combat interface.  These are not hardcoded, but can be used as a base or example for implementing your own module.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Variable&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;combat_armor&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Removes this amount from damage taken.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;combat.dam&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;This is added to strength to determine the damage done by attacks.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;toc2&amp;quot;&amp;gt;Actor class important methods&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For more information, read the documentation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Method&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Purpose&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;act()&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Code that gets executed every time the entity gets to act.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;canSee(actor)&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Test if the actor can see the target actor.  This does not check LOS or such, only the actual ability to see it, such as influenced by stealth, invisibility or telepathy.  Returns true or false and a number from 0 to 100 representing the 'chance' to be seen.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;getTarget()&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Gets the Actor target. Redefined by player and AI.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;setTarget(target)&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Sets the actor target.  Redefined by player and AI.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;move(x, y, force)&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Do NOT manually set the actor's x and y values.  Use this method instead.  Set force to true to not test for the presence of other entities.  Returns true if a move was attempted and energy should propably be used.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;moveDir(dir)&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Moves in a certain direction.  Calls move() internally.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;canMove(x, y, terrain_only)&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Checks if the Actor can go there.  if terrain_only is true it only checks terrain and ignores the presence of actors and other entities.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;teleportRandom(x, y, dist, min_dist)&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Teleports randomly to x,y.  dist is the radius of the effect, min_dist is a minimum radius of the effect and defaults to 0.  Set dist to 0 for precise teleport.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;useEnergy(amount)&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Amount of energy to subtract from the actor in energy based time systems.  Often used in the act() method after taking an action that takes time.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;reactionToward(target)&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Uses factions to check for hostility.  -100 is fully hostile, 0 is neutral and 100 is friendly.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;addTemporaryValue(prop, v, noupdate)&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Changes a property on the actor, but returns an id so the value change can be reversed with a call to removeTemporaryValue(). If noupdate is true the property is not actually changed.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;removeTemporaryValue(prop, id, noupdate)&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Reverses a previous call to addTemporaryValue().  Use its returned id to reverse its change.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;onTemporaryValueChange(prop, sub, v)&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Does nothing.  Redefine to perform some action when temporary values are applied or removed.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;attr(prop, v, fix)&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Non-temporarily increases or decreases an actor property. Use this for compatibility with temporary values above.  If fix is set the property is set to v, not increased or decreased. Commonly, attr(prop) alone is used to check for the existance of a property instead of modifying it.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;isNear(x, y, radius)&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Checks whether the actor is within a certain radius of the passed coordinate.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, defining stats automatically creates a getStat() function.  For example, defining the stat str creates a getStr() function for you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;toc3&amp;quot;&amp;gt;NPC Egos&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;toc4&amp;quot;&amp;gt;NPC Level Scaling&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Depending on the zone settings, the spawned creatures can actually level with the player.  This requires a level_range variable to be properly set and a levelup() method in the Actor class.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The level_range variable defines the possible range the creature can be. The entity will always be leveled up to at least its minimum level in the level range.  It will also never be leveled above that range either.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The leveling method should be defined in Actor.lua.  In ToME this method adds to the life, stamina and mana of actors.  Alternatively, you can create several, and use the autolevel variable to pick which to call.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;All creatures are always generated at level 1, then leveled up to reach their required level.  Keep this is mind when creating the NPC descriptor.  Note also that you can create your own levelup() function in the NPC descriptor if a unique levelup method is needed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;See [[Dev-Zones]] for more info&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;toc5&amp;quot;&amp;gt;Rarities&amp;lt;/h2&amp;gt;&lt;br /&gt;
How does rarity work? We know it's not a straight percentile chance - it's relative to the other rarities in the pool.&lt;br /&gt;
&lt;br /&gt;
Let's assume there is a NPC with a rarity of 5, a NPC with a rarity of 10, a NPC with a rarity of 25 and a NPC with a rarity of 50. That's the entire pool. What are the chances for each one to be generated and what's the calculation?&lt;br /&gt;
&lt;br /&gt;
Go back to [[T4 Modules Howto Guide]]&lt;br /&gt;
&lt;br /&gt;
{{Module Guides}}&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=9638</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=9638"/>
				<updated>2015-04-06T11:59:20Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: /* Haste */  fix escape chars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Most effects fall under one of three types: '''physical''', '''mental''' or '''magical'''. The effect type is not related to method in which the effect was caused, but instead determines what type of saves and [[inscriptions]] are needed to resist or remove the effect.&lt;br /&gt;
&lt;br /&gt;
Physical effects are generally the most common and debilitating type of effect. Mental effects can be situationally dangerous. Magical effects are rare, but can be very deadly at times.&lt;br /&gt;
&lt;br /&gt;
Effects of the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents.&lt;br /&gt;
&lt;br /&gt;
For the math behind whether a detrimental effect affects the target in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Beneficial Effects==&lt;br /&gt;
===Magical===&lt;br /&gt;
====Arcane Storm====&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
====Earthen Barrier====&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
====Elemental Surge: Lightning====&lt;br /&gt;
When hit for the first time in the turn, you will not take damage but instead teleport to a random adjacent square. Using a [[inscriptions#lightning|lightning rune]] grants this effect for a short time, also doing over 300 points of critical lightning damage when possessing the Elemental Surge [[prodigy]].&lt;br /&gt;
&lt;br /&gt;
====Haste====&lt;br /&gt;
Increases global action speed and casting speed by a certain percentage, depending on the effect's power.&lt;br /&gt;
&lt;br /&gt;
====Invisibility====&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
====Mana Overflow====&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
====Manasurge====&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
====Molten Skin====&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
====Out of Phase====&lt;br /&gt;
The target is out of phase with reality, increasing defense by X, resist all by X%, and the duration of all detrimental timed effects by X%.&lt;br /&gt;
&lt;br /&gt;
====Reflective Skin====&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
====Blocking====&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
====Dwarven Resilience====&lt;br /&gt;
Increases [[armour]], physical and spell [[Saves#Power_and_Saves|saves]]. Usually granted by the [[dwarf|Dwarven]] talent [[resilience of the dwarves (talent)|Resilience of the Dwarves]]. &lt;br /&gt;
&lt;br /&gt;
====Evasion====&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
====Free Action====&lt;br /&gt;
Immunity from [[effect#stunned|Stun]], [[effect#dazed|Daze]] and [[effect#pinned|Pinning]] (this includes variants such as being [[effect#frozen|frozen]] or [[effect#immobilized|immobilized]]). It does not, however, help with removing existing effects.&lt;br /&gt;
&lt;br /&gt;
====Heroism====&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your three highest [[Stat]]s.&lt;br /&gt;
&lt;br /&gt;
====Recovery====&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality (talent)|Vitality]] from the [[Conditioning (category)|Conditioning]] tree.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
====Pain Suppression====&lt;br /&gt;
Increases your [[resistance]] to all damage by the specified amount. Note that the increase in resistance is multiplicative, not additive, so it may show up as less on the character sheet if you already have resistancies. Also note that no resistance can be increased past its resistance cap, usually 70%. Typically this effect is granted by using a Wild Infusion.&lt;br /&gt;
&lt;br /&gt;
====Sensing====&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talents [[Track (talent)|Track]], [[Vimsense_(talent)|Vimsense]] or [[Foresight_(talent)|Foresight]]. It is also granted by several items.&lt;br /&gt;
&lt;br /&gt;
====Speed====&lt;br /&gt;
Increases global action [[speed]] by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the eternals (talent)|Grace of the Eternals]].&lt;br /&gt;
&lt;br /&gt;
====Wild Speed====&lt;br /&gt;
Your movement [[speed]] is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant [[Effect#Free Action|Free Action]] when Wild Speed ends).&lt;br /&gt;
&lt;br /&gt;
====Wrath of the Eternals====&lt;br /&gt;
Increases all damage dealt while at the same time increasing resistance to all damage. [[Thaloren]] racial talent.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
====Continuum Destabilization====&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
====Fade From Time====&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent [[Fade from time (talent)|Fade From Time]] of the [[Paradox Mage]] tree [[Paradox (category)|Paradox]]&lt;br /&gt;
&lt;br /&gt;
==Detrimental Effects== &lt;br /&gt;
&lt;br /&gt;
===Cross-tier Effects===&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's [[Accuracy]] is in a higher [[rescaled combat stats|tier]] than the defender's [[Defense]].&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's [[Physical Power]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Physical Save]].&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's [[Spellpower]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Magical Save]].&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's [[Mindpower]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Mental Save]].&lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed.&lt;br /&gt;
&lt;br /&gt;
===Magical===&lt;br /&gt;
====Decrepitude Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Dexterity]] and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Rotting Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Constitution]] and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
====Spellshocked====&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
====Weakness Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Strength]] and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
====Stoned====&lt;br /&gt;
The target has been turned to stone, making it subject to [[shattering]] but improving physical(+20%), fire(+80%) and lightning(+50%) resistances.&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
====Agony====&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
====Brainlocked====&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
====Confused====&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
====Acid Splash====&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
====Anguish====&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
====Bleeding====&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
====Blinded====&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
====Burning====&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Constricted====&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
====Corroded====&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
====Counterstrike====&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
====Cripple====&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
====Crushing Hold====&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
====Cursed Wound====&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
====Dazed====&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
====Deep Wound====&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
====Disable====&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
====Disarmed====&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
====Frozen====&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
====Frozen Feet====&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
====Grappled====&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
====Immobilized====&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
====Insidious Poison====&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
====Knockback====&lt;br /&gt;
Pushes you a number of squares in a particular direction.&lt;br /&gt;
&lt;br /&gt;
====Lowered Resistance====&lt;br /&gt;
Resistance against a particular damage type is lowered by the specified amount. Negative resistances increase damage taken.&lt;br /&gt;
&lt;br /&gt;
====Luminescence====&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
====Maimed====&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
====Off-balance====&lt;br /&gt;
Global damage is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
====Off-guard====&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
====Paralyzed====&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
====Pinned====&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
====Poisoned====&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Ravage====&lt;br /&gt;
Lose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
====Set Up====&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
====Slow====&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
====Slow movement====&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
====Spell Disruption====&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
====Strangle Hold====&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
====Stunned====&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
====Sunder Armour====&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
====Sunder Arms====&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
====Weakened====&lt;br /&gt;
All damage reduced by the specified amount.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
====Damage Smearing====&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears off, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal Combat (category)|Temporal Combat]].&lt;br /&gt;
&lt;br /&gt;
====Infusion Saturation====&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)|Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints.&lt;br /&gt;
&lt;br /&gt;
====Runic Saturation====&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use Runes while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints.&lt;br /&gt;
&lt;br /&gt;
====Silenced====&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
====Smeared====&lt;br /&gt;
The price for using [[Damage smearing (talent)|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Summoning Destabilization====&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
====Tainted====&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
====Temporal Restoration Field====&lt;br /&gt;
The bonus from having used a Time Shield. Restores 10% of the damage taken during the shield's duration as healing each turn.&lt;br /&gt;
&lt;br /&gt;
====Time Prison====&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=T4_Modules_Howto_Guide/AI&amp;diff=9631</id>
		<title>T4 Modules Howto Guide/AI</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=T4_Modules_Howto_Guide/AI&amp;diff=9631"/>
				<updated>2015-03-28T19:52:44Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: start an article on AI&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your [[NPCs]] need an AI to act. Fortunately for you, the AI class already defines everything that is needed, see the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Part !! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| name || the name that the self:runAI() function will call&lt;br /&gt;
|-&lt;br /&gt;
| function(self) || Where you put what the AI does&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Even better, your new AI can call another new AI (or one of the preexisting ones).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;	&lt;br /&gt;
newAI(&amp;quot;morale_flee&amp;quot;, function(self)&lt;br /&gt;
    if self.morale_life then&lt;br /&gt;
	      if self.life &amp;lt; self.morale_life then&lt;br /&gt;
		     if not self.energy.used then self:runAI(&amp;quot;flee_dmap&amp;quot;) end&lt;br /&gt;
	      end&lt;br /&gt;
    end&lt;br /&gt;
end)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now if you call self:runAI(&amp;quot;morale_flee&amp;quot;) - preferably in another AI definition such as &amp;quot;dumb_talented_simple&amp;quot; (or your &amp;quot;newfangled_AI&amp;quot;) and '''NOT''' in NPC.lua - your creatures will flee if reduced below their morale_life value.&lt;br /&gt;
&lt;br /&gt;
Go back to [[T4 Modules Howto Guide]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=T4_Modules_Howto_Guide&amp;diff=9630</id>
		<title>T4 Modules Howto Guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=T4_Modules_Howto_Guide&amp;diff=9630"/>
				<updated>2015-03-28T19:38:57Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: add AI page link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to start making a module for the T-Engine 4:&lt;br /&gt;
----&lt;br /&gt;
*[[Getting Started]]&lt;br /&gt;
*[[Directory Structure]]&lt;br /&gt;
*[[Engine Structure]]&lt;br /&gt;
*[[Player Descriptors]]&lt;br /&gt;
*[[T4 Modules Howto Guide/Talents|Talents]]&lt;br /&gt;
*[[Entities]]&lt;br /&gt;
*[[T4 Modules Howto Guide/Zones|Zones]]&lt;br /&gt;
*[[NPCs]]&lt;br /&gt;
*[[T4 Modules Howto Guide/AI|AI]]&lt;br /&gt;
*[[Objects]]&lt;br /&gt;
*[[Inventory Dialogs]]&lt;br /&gt;
*[[T4 Modules Howto Guide/Traps|Traps]] (not created)&lt;br /&gt;
*[[Dialogs]]&lt;br /&gt;
*[[Character Sheet Dialogs]]&lt;br /&gt;
*[[T4 Modules Howto Guide/Stores|Stores]] (not created)&lt;br /&gt;
*[[Factions]]&lt;br /&gt;
*[[T4 Modules Howto Guide/Quests|Quests]] (not created)&lt;br /&gt;
*[[T4 Modules Howto Guide/Achievements|Achievements]]&lt;br /&gt;
*[[Chats]]&lt;br /&gt;
*[[Colors]]&lt;br /&gt;
*[[Frame Buffers]]&lt;br /&gt;
*[[Developing a static map using the Tiled plugin]]&lt;br /&gt;
*[[T4 Modules Howto Guide/Resolvers|Resolvers]] (not created)&lt;br /&gt;
*[[Particle Effects]]&lt;br /&gt;
*[[Uploading a module]]&lt;br /&gt;
*[[Creating a standalone release]]&lt;br /&gt;
{{Module Guides}}&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=9629</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=9629"/>
				<updated>2015-03-28T19:36:11Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: whoops update 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.26.0 (15 March 2015)&lt;br /&gt;
|engine=1.3.0&lt;br /&gt;
|standalone=[https://github.com/Zireael07/The-Veins-of-the-Earth/releases]&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since Incursion went open-source, the focus of the development will be on delivering a different experience to Julian's game, mostly focusing around&lt;br /&gt;
&lt;br /&gt;
* tiles and spell icons&lt;br /&gt;
&lt;br /&gt;
* infinite dungeon&lt;br /&gt;
&lt;br /&gt;
* infinite leveling with a soft cap around 40-50 character levels&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' Various branches contain WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Key features:&lt;br /&gt;
&lt;br /&gt;
Based on the OGL license&lt;br /&gt;
&lt;br /&gt;
If you've ever played any of the games released on the Open Game Licence, whether computer or tabletop, you will find many things familiar. Same if you played any AD&amp;amp;D-derived games (Baldur's Gate, Icewind Dale, Angband)...&lt;br /&gt;
&lt;br /&gt;
Tiles&lt;br /&gt;
&lt;br /&gt;
The game uses freely available tiles which have been used in several Angband variants, so they are tried and proven.&lt;br /&gt;
&lt;br /&gt;
Tooltips&lt;br /&gt;
&lt;br /&gt;
Don't know what that spell or ability or monster is? Just mouse over it. Lots of readily accessible info for the player.&lt;br /&gt;
&lt;br /&gt;
Help&lt;br /&gt;
&lt;br /&gt;
Still stuck? Press F1 or H.&lt;br /&gt;
&lt;br /&gt;
Turn-based&lt;br /&gt;
&lt;br /&gt;
You make your action and enemies take theirs.&lt;br /&gt;
&lt;br /&gt;
Grid-based&lt;br /&gt;
&lt;br /&gt;
In true roguelike spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* TILES - David E. Gervais with some edits by me&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 13 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]); warlock; shaman&lt;br /&gt;
* 6 prestige classes: shadowdancer, assasin, rcane archer, blackguard, loremaster, archmage&lt;br /&gt;
* 16 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes; lizardfolk, kobold, orc&lt;br /&gt;
* backgrounds for quicker character creation&lt;br /&gt;
* attributes can be generated either via rolling or via resettable point buy starting at 10&lt;br /&gt;
* better starting equipment, taking into account class and race; magic items as starting perks&lt;br /&gt;
* a random name generator, taking into account your race and sex, now with an option to type the name yourself&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* Luck stat affects generation of rare loot (but not magical properties)&lt;br /&gt;
* XP for killing monsters, descending deeper, disarming traps, seeing monsters&lt;br /&gt;
* multiclassing (with attribute scores requirements) &amp;amp; prestige classes &amp;amp; bonus feats based on class&lt;br /&gt;
* complete, colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties &amp;amp; feats&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* death at -10 and detrimental effects both at 0 and in the -1 to -9 range; certain monsters can now poison you, reducing your stats&lt;br /&gt;
* saving throws printed to log; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook now with spell information included, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level&lt;br /&gt;
* spell-like abilities for drow &amp;amp; duergar; other spell-likes as random perks at start&lt;br /&gt;
* Spellcraft test required to identify spells cast by others&lt;br /&gt;
* skill checks (printed to log) including armor check penalty &amp;amp; racial or feat bonuses; opposed checks&lt;br /&gt;
* stealth &amp;amp; sneak attacks&lt;br /&gt;
* all weapons from SRD; magic armors and shields; magic weapons; light sources; magic items&lt;br /&gt;
* all feats from SRD except archery feats and unarmed combat feats&lt;br /&gt;
* working item creation feats&lt;br /&gt;
* most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)&lt;br /&gt;
* pre-made d20-style encounters of more than 1 monster&lt;br /&gt;
* humanoid NPCs can now have character classes&lt;br /&gt;
* shopkeepers can now sell &amp;amp; buy items&lt;br /&gt;
* item identification in two stages, auto-destroying known cursed items&lt;br /&gt;
* CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* monster info screen, showing number of monsters killed and seen&lt;br /&gt;
* hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left&lt;br /&gt;
* colored in-game help screen; legend screen; basic rules info&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]; Sil-style min depth and anti-stairscum measures&lt;br /&gt;
* level feelings and item feelings (warning: these affect only pre-spawned items, not monster loot)&lt;br /&gt;
* calendar&lt;br /&gt;
* hunger counter and display&lt;br /&gt;
* integrated most of Marson's Bosses AWOL functions&lt;br /&gt;
* Diplomacy and Handle Animal skills &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=9628</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=9628"/>
				<updated>2015-03-28T19:35:44Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.26.0 (15 March 2015)&lt;br /&gt;
|engine=1.2.1&lt;br /&gt;
|standalone=[https://github.com/Zireael07/The-Veins-of-the-Earth/releases]&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since Incursion went open-source, the focus of the development will be on delivering a different experience to Julian's game, mostly focusing around&lt;br /&gt;
&lt;br /&gt;
* tiles and spell icons&lt;br /&gt;
&lt;br /&gt;
* infinite dungeon&lt;br /&gt;
&lt;br /&gt;
* infinite leveling with a soft cap around 40-50 character levels&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' Various branches contain WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Key features:&lt;br /&gt;
&lt;br /&gt;
Based on the OGL license&lt;br /&gt;
&lt;br /&gt;
If you've ever played any of the games released on the Open Game Licence, whether computer or tabletop, you will find many things familiar. Same if you played any AD&amp;amp;D-derived games (Baldur's Gate, Icewind Dale, Angband)...&lt;br /&gt;
&lt;br /&gt;
Tiles&lt;br /&gt;
&lt;br /&gt;
The game uses freely available tiles which have been used in several Angband variants, so they are tried and proven.&lt;br /&gt;
&lt;br /&gt;
Tooltips&lt;br /&gt;
&lt;br /&gt;
Don't know what that spell or ability or monster is? Just mouse over it. Lots of readily accessible info for the player.&lt;br /&gt;
&lt;br /&gt;
Help&lt;br /&gt;
&lt;br /&gt;
Still stuck? Press F1 or H.&lt;br /&gt;
&lt;br /&gt;
Turn-based&lt;br /&gt;
&lt;br /&gt;
You make your action and enemies take theirs.&lt;br /&gt;
&lt;br /&gt;
Grid-based&lt;br /&gt;
&lt;br /&gt;
In true roguelike spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* TILES - David E. Gervais with some edits by me&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 13 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]); warlock; shaman&lt;br /&gt;
* 6 prestige classes: shadowdancer, assasin, rcane archer, blackguard, loremaster, archmage&lt;br /&gt;
* 16 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes; lizardfolk, kobold, orc&lt;br /&gt;
* backgrounds for quicker character creation&lt;br /&gt;
* attributes can be generated either via rolling or via resettable point buy starting at 10&lt;br /&gt;
* better starting equipment, taking into account class and race; magic items as starting perks&lt;br /&gt;
* a random name generator, taking into account your race and sex, now with an option to type the name yourself&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* Luck stat affects generation of rare loot (but not magical properties)&lt;br /&gt;
* XP for killing monsters, descending deeper, disarming traps, seeing monsters&lt;br /&gt;
* multiclassing (with attribute scores requirements) &amp;amp; prestige classes &amp;amp; bonus feats based on class&lt;br /&gt;
* complete, colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties &amp;amp; feats&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* death at -10 and detrimental effects both at 0 and in the -1 to -9 range; certain monsters can now poison you, reducing your stats&lt;br /&gt;
* saving throws printed to log; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook now with spell information included, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level&lt;br /&gt;
* spell-like abilities for drow &amp;amp; duergar; other spell-likes as random perks at start&lt;br /&gt;
* Spellcraft test required to identify spells cast by others&lt;br /&gt;
* skill checks (printed to log) including armor check penalty &amp;amp; racial or feat bonuses; opposed checks&lt;br /&gt;
* stealth &amp;amp; sneak attacks&lt;br /&gt;
* all weapons from SRD; magic armors and shields; magic weapons; light sources; magic items&lt;br /&gt;
* all feats from SRD except archery feats and unarmed combat feats&lt;br /&gt;
* working item creation feats&lt;br /&gt;
* most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)&lt;br /&gt;
* pre-made d20-style encounters of more than 1 monster&lt;br /&gt;
* humanoid NPCs can now have character classes&lt;br /&gt;
* shopkeepers can now sell &amp;amp; buy items&lt;br /&gt;
* item identification in two stages, auto-destroying known cursed items&lt;br /&gt;
* CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* monster info screen, showing number of monsters killed and seen&lt;br /&gt;
* hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left&lt;br /&gt;
* colored in-game help screen; legend screen; basic rules info&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]; Sil-style min depth and anti-stairscum measures&lt;br /&gt;
* level feelings and item feelings (warning: these affect only pre-spawned items, not monster loot)&lt;br /&gt;
* calendar&lt;br /&gt;
* hunger counter and display&lt;br /&gt;
* integrated most of Marson's Bosses AWOL functions&lt;br /&gt;
* Diplomacy and Handle Animal skills &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=T4_Modules_Howto_Guide/Zones&amp;diff=8104</id>
		<title>T4 Modules Howto Guide/Zones</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=T4_Modules_Howto_Guide/Zones&amp;diff=8104"/>
				<updated>2014-08-19T14:48:23Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 id=&amp;quot;toc0&amp;quot;&amp;gt;Zones: Your local adventurer hangouts&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Zones are description files for areas.  The dungeon is a zone, the ice themed cave is a zone, the overland map is a zone, the town is a zone.  They can be relatively simple or complex, and can be interconnected in various ways.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;What a zone is to the module writer is a directory in the /data/zones folder with 5 files in it:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;File&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Purpose&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;zone.lua&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Zone description file&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;grids.lua&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Description of the zone terrain&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;npcs.lua&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;NPCs that exist in the zone&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;objects.lua&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Objects in the zone&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;traps.lua&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Traps in the zone&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;toc1&amp;quot;&amp;gt;Zone Description: zone.lua&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The zone name, as referred to by other files, is the same as the folder name that this file is in.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Variable&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;name&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Display name of this zone.  May contain punctuation and spacing.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;level_scheme&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;If &amp;amp;quot;player&amp;amp;quot;, scale zone and NPC levels to match player level, if &amp;amp;quot;fixed&amp;amp;quot;, do not scale NPC levels.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;level_range&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;If level_scheme is &amp;amp;quot;player&amp;amp;quot;, this limits the min and max that NPC levels can scale to.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;max_level&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Depth of a multi-level dungeon&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;actor_adjust_level&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;See below under &amp;amp;quot;On level_scheme and level_range&amp;amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;width&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Width of levels. No effect if static level generated.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;height&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Height of levels. No effect if static level generated.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;all_remembered&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;If true, level starts explored.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;all_lited&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;If true, level starts lit.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;persistant&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;If not set, randomizes the level again every time it is entered. If true it saves one level per file.  If &amp;amp;quot;zone&amp;amp;quot; it saves all levels in a zone file.  If &amp;amp;quot;memory&amp;amp;quot; it saves the level with the mail savefile.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;generator&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Defines the generators used for this zone, read below.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;levels&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Used to override zone defaults for single levels, such as to add a static boss level at lowest level of zone.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;toc2&amp;quot;&amp;gt;Generator&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;There are four kinds of generators at the time of writing.  You can only select one of each type per zone, though you can override this in the levels variable.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 id=&amp;quot;toc3&amp;quot;&amp;gt;map&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;h5 id=&amp;quot;toc4&amp;quot;&amp;gt;engine.generator.map.Cavern&amp;lt;/h5&amp;gt;&lt;br /&gt;
**Generates a caven-like level. Used e.g. for Ardhungol in the tome module.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;h5 id=&amp;quot;toc5&amp;quot;&amp;gt;engine.generator.map.Empty&amp;lt;/h5&amp;gt;&lt;br /&gt;
**makes an empty level&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;h5 id=&amp;quot;toc6&amp;quot;&amp;gt;engine.generator.map.Forest&amp;lt;/h5&amp;gt;&lt;br /&gt;
**Generates a forest level with possible ponds of water. Used for the Trollshaws.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;h5 id=&amp;quot;toc7&amp;quot;&amp;gt;engine.generator.map.GOL&amp;lt;/h5&amp;gt;&lt;br /&gt;
**GOL is game of life I should rename it&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;h5 id=&amp;quot;toc8&amp;quot;&amp;gt;engine.generator.map.Heightmap&amp;lt;/h5&amp;gt;&lt;br /&gt;
**Heightmap is just a bad experiment;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;h5 id=&amp;quot;toc9&amp;quot;&amp;gt;engine.generator.map.Maze&amp;lt;/h5&amp;gt;&lt;br /&gt;
**Maze makes well, a maze...like in .. the maze ;)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;h5 id=&amp;quot;toc10&amp;quot;&amp;gt;engine.generator.map.Roomer&amp;lt;/h5&amp;gt;&lt;br /&gt;
**Roomer is the standard dungeon builder&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;h5 id=&amp;quot;toc11&amp;quot;&amp;gt;engine.generator.map.Rooms&amp;lt;/h5&amp;gt;&lt;br /&gt;
**yeah Rooms is badly named and half working&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;h5 id=&amp;quot;toc12&amp;quot;&amp;gt;engine.generator.map.Static&amp;lt;/h5&amp;gt;&lt;br /&gt;
**Loads a map file from the data/maps/ folder. It is used e.g. for towns or special levels (the map is then fixed) or for placing special fixed rooms/structures in a random map (e.g. the last level of Amon-Sûl).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;h5 id=&amp;quot;toc13&amp;quot;&amp;gt;engine.generator.map.TileSet&amp;lt;/h5&amp;gt;&lt;br /&gt;
**TileSet splits the level in tiles of 3x3, 5x5, .. (customizable) each with a set of defined tiles possibilities and it randomly places them, matching existing ones. Examples are the ancient elven ruins, the moria, the first level of the lost merchant quest&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;h5 id=&amp;quot;toc14&amp;quot;&amp;gt;engine.generator.map.Town&amp;lt;/h5&amp;gt;&lt;br /&gt;
**Generates a random town composed of L-shaped and rectangular buildings. Used e.g. for the Rak'shor Pride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 id=&amp;quot;toc15&amp;quot;&amp;gt;actor&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;h5 id=&amp;quot;toc16&amp;quot;&amp;gt;engine.generator.actor.Random&amp;lt;/h5&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 id=&amp;quot;toc17&amp;quot;&amp;gt;object&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;h5 id=&amp;quot;toc18&amp;quot;&amp;gt;engine.generator.object.Random&amp;lt;/h5&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 id=&amp;quot;toc19&amp;quot;&amp;gt;trap&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;h5 id=&amp;quot;toc20&amp;quot;&amp;gt;engine.generator.trap.Random&amp;lt;/h5&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;toc21&amp;quot;&amp;gt;Additional file contents&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The files grids.lua, npcs.lua, objects.lua and traps.lua are used to load or define the features available in the zone.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;At its simplest, a load() call to one of the files defined in the /data/general/ directory is used, but zone special features can also be defined here, such as ice tiles in a ice cave or a boss that appears only in that zone.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The reason for this is so you can have only orcs or trolls appear in your zone, with a forest tileset and only outdoor traps.  This is also one of the main reasons for segmenting your definition files.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;toc22&amp;quot;&amp;gt;Static maps&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;toc23&amp;quot;&amp;gt;Travelling between zones&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;toc24&amp;quot;&amp;gt;Word of DarkGod&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 id=&amp;quot;toc25&amp;quot;&amp;gt;On level_scheme and level_range&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;amp;lt;&amp;amp;gt; max_level is the &amp;amp;quot;physical&amp;amp;quot; depth&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;lt;&amp;amp;gt; and level_range is the range of levels allowed&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;lt;&amp;amp;gt; if the scheme is set to &amp;amp;quot;fixed&amp;amp;quot;, or not set, then actors will only have their natural level&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;lt;&amp;amp;gt; if it is set to &amp;amp;quot;player&amp;amp;quot; then the zone calls game:getPlayer() to get a player, takes its level and uses it to select a level for the zone&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;lt;&amp;amp;gt; imagine:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;lt;&amp;amp;gt; if you haev a zone with max_level = 5; level_range={10,20}&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;lt;&amp;amp;gt; then if a level 12 player enters, the zone &amp;amp;quot;levels itself&amp;amp;quot; to be level 12 for the first level and then one more per level&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;lt;&amp;amp;gt; basically it means that you can have zones that levelup with the player, as to provide a challenge even if the player is not at the exact right level&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;lt;&amp;amp;gt; actors are always created as level 1, then they are leveled up to theuir minimun level (their own level_range)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;lt;&amp;amp;gt; then the zone force levelup to the selected level\&amp;amp;lt;dg_&amp;amp;gt; using the &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;lt;&amp;amp;gt;  actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + level.level-1 + rng.range(-1,2) end,&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;lt;&amp;amp;gt; field of the zone&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Go back to [[T4 Modules Howto Guide]]&lt;br /&gt;
&lt;br /&gt;
{{Module Guides}}&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6903</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6903"/>
				<updated>2014-06-08T13:26:34Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: Veins update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.19.0 (08 June 2014)&lt;br /&gt;
|engine=1.2.1&lt;br /&gt;
|standalone=[https://github.com/Zireael07/The-Veins-of-the-Earth/releases]&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since Incursion went open-source, the focus of the development will be on delivering a different experience to Julian's game, mostly focusing around&lt;br /&gt;
&lt;br /&gt;
* tiles and spell icons&lt;br /&gt;
&lt;br /&gt;
* infinite dungeon&lt;br /&gt;
&lt;br /&gt;
* infinite leveling with a soft cap around 40-50 character levels&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' Various branches contain WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Key features:&lt;br /&gt;
&lt;br /&gt;
Based on the OGL license&lt;br /&gt;
&lt;br /&gt;
If you've ever played any of the games released on the Open Game Licence, whether computer or tabletop, you will find many things familiar. Same if you played any AD&amp;amp;D-derived games (Baldur's Gate, Icewind Dale, Angband)...&lt;br /&gt;
&lt;br /&gt;
Tiles&lt;br /&gt;
&lt;br /&gt;
The game uses freely available tiles which have been used in several Angband variants, so they are tried and proven.&lt;br /&gt;
&lt;br /&gt;
Tooltips&lt;br /&gt;
&lt;br /&gt;
Don't know what that spell or ability or monster is? Just mouse over it. Lots of readily accessible info for the player.&lt;br /&gt;
&lt;br /&gt;
Help&lt;br /&gt;
&lt;br /&gt;
Still stuck? Press F1 or H.&lt;br /&gt;
&lt;br /&gt;
Turn-based&lt;br /&gt;
&lt;br /&gt;
You make your action and enemies take theirs.&lt;br /&gt;
&lt;br /&gt;
Grid-based&lt;br /&gt;
&lt;br /&gt;
In true roguelike spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* TILES - David E. Gervais with some edits by me&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 13 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]); warlock; shaman&lt;br /&gt;
* 6 prestige classes: shadowdancer, assasin, rcane archer, blackguard, loremaster, archmage&lt;br /&gt;
* 16 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes; lizardfolk, kobold, orc&lt;br /&gt;
* backgrounds for quicker character creation&lt;br /&gt;
* attributes can be generated either via rolling or via resettable point buy starting at 10&lt;br /&gt;
* better starting equipment, taking into account class and race; magic items as starting perks&lt;br /&gt;
* a random name generator, taking into account your race and sex, now with an option to type the name yourself&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* Luck stat affects generation of rare loot (but not magical properties)&lt;br /&gt;
* XP for killing monsters, descending deeper, disarming traps, seeing monsters&lt;br /&gt;
* multiclassing (with attribute scores requirements) &amp;amp; prestige classes &amp;amp; bonus feats based on class&lt;br /&gt;
* complete, colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties &amp;amp; feats&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* death at -10 and detrimental effects both at 0 and in the -1 to -9 range; certain monsters can now poison you, reducing your stats&lt;br /&gt;
* saving throws printed to log; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook now with spell information included, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level&lt;br /&gt;
* spell-like abilities for drow &amp;amp; duergar; other spell-likes as random perks at start&lt;br /&gt;
* Spellcraft test required to identify spells cast by others&lt;br /&gt;
* skill checks (printed to log) including armor check penalty &amp;amp; racial or feat bonuses; opposed checks&lt;br /&gt;
* stealth &amp;amp; sneak attacks&lt;br /&gt;
* all weapons from SRD; magic armors and shields; magic weapons; light sources; magic items&lt;br /&gt;
* all feats from SRD except archery feats and unarmed combat feats&lt;br /&gt;
* working item creation feats&lt;br /&gt;
* most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)&lt;br /&gt;
* pre-made d20-style encounters of more than 1 monster&lt;br /&gt;
* humanoid NPCs can now have character classes&lt;br /&gt;
* shopkeepers can now sell &amp;amp; buy items&lt;br /&gt;
* item identification in two stages, auto-destroying known cursed items&lt;br /&gt;
* CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* monster info screen, showing number of monsters killed and seen&lt;br /&gt;
* hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left&lt;br /&gt;
* colored in-game help screen; legend screen; basic rules info&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]; Sil-style min depth and anti-stairscum measures&lt;br /&gt;
* level feelings and item feelings (warning: these affect only pre-spawned items, not monster loot)&lt;br /&gt;
* calendar&lt;br /&gt;
* hunger counter and display&lt;br /&gt;
* integrated most of Marson's Bosses AWOL functions&lt;br /&gt;
* Diplomacy and Handle Animal skills &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6875</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6875"/>
				<updated>2014-05-28T08:54:39Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: Veins update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.18.0 (26 May 2014)&lt;br /&gt;
|engine=1.1.5&lt;br /&gt;
|standalone=[https://github.com/Zireael07/The-Veins-of-the-Earth/releases]&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since Incursion went open-source, the focus of the development will be on delivering a different experience to Julian's game, mostly focusing around&lt;br /&gt;
&lt;br /&gt;
* tiles and spell icons&lt;br /&gt;
&lt;br /&gt;
* infinite dungeon&lt;br /&gt;
&lt;br /&gt;
* infinite leveling with a soft cap around 40-50 character levels&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' Various branches contain WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Key features:&lt;br /&gt;
&lt;br /&gt;
Based on the OGL license&lt;br /&gt;
&lt;br /&gt;
If you've ever played any of the games released on the Open Game Licence, whether computer or tabletop, you will find many things familiar. Same if you played any AD&amp;amp;D-derived games (Baldur's Gate, Icewind Dale, Angband)...&lt;br /&gt;
&lt;br /&gt;
Tiles&lt;br /&gt;
&lt;br /&gt;
The game uses freely available tiles which have been used in several Angband variants, so they are tried and proven.&lt;br /&gt;
&lt;br /&gt;
Tooltips&lt;br /&gt;
&lt;br /&gt;
Don't know what that spell or ability or monster is? Just mouse over it. Lots of readily accessible info for the player.&lt;br /&gt;
&lt;br /&gt;
Help&lt;br /&gt;
&lt;br /&gt;
Still stuck? Press F1 or H.&lt;br /&gt;
&lt;br /&gt;
Turn-based&lt;br /&gt;
&lt;br /&gt;
You make your action and enemies take theirs.&lt;br /&gt;
&lt;br /&gt;
Grid-based&lt;br /&gt;
&lt;br /&gt;
In true roguelike spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* TILES - David E. Gervais with some edits by me&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 13 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]); warlock; shaman&lt;br /&gt;
* 6 prestige classes: shadowdancer, assasin, rcane archer, blackguard, loremaster, archmage&lt;br /&gt;
* 16 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes; lizardfolk, kobold, orc&lt;br /&gt;
* backgrounds for quicker character creation&lt;br /&gt;
* attributes can be generated either via rolling or via resettable point buy starting at 10&lt;br /&gt;
* better starting equipment, taking into account class and race; magic items as starting perks&lt;br /&gt;
* a random name generator, taking into account your race and sex, now with an option to type the name yourself&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* Luck stat affects generation of rare loot (but not magical properties)&lt;br /&gt;
* XP for killing monsters, descending deeper, disarming traps, seeing monsters&lt;br /&gt;
* multiclassing (with attribute scores requirements) &amp;amp; prestige classes &amp;amp; bonus feats based on class&lt;br /&gt;
* complete, colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties &amp;amp; feats&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* death at -10 and detrimental effects both at 0 and in the -1 to -9 range; certain monsters can now poison you, reducing your stats&lt;br /&gt;
* saving throws printed to log; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook now with spell information included, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level&lt;br /&gt;
* spell-like abilities for drow &amp;amp; duergar; other spell-likes as random perks at start&lt;br /&gt;
* Spellcraft test required to identify spells cast by others&lt;br /&gt;
* skill checks (printed to log) including armor check penalty &amp;amp; racial or feat bonuses; opposed checks&lt;br /&gt;
* stealth &amp;amp; sneak attacks&lt;br /&gt;
* all weapons from SRD; magic armors and shields; magic weapons; light sources; magic items&lt;br /&gt;
* all feats from SRD except archery feats and unarmed combat feats&lt;br /&gt;
* working item creation feats&lt;br /&gt;
* most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)&lt;br /&gt;
* pre-made d20-style encounters of more than 1 monster&lt;br /&gt;
* humanoid NPCs can now have character classes&lt;br /&gt;
* shopkeepers can now sell &amp;amp; buy items&lt;br /&gt;
* item identification in two stages, auto-destroying known cursed items&lt;br /&gt;
* CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* monster info screen, showing number of monsters killed and seen&lt;br /&gt;
* hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left&lt;br /&gt;
* colored in-game help screen; legend screen; basic rules info&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]; Sil-style min depth and anti-stairscum measures&lt;br /&gt;
* level feelings and item feelings (warning: these affect only pre-spawned items, not monster loot)&lt;br /&gt;
* calendar&lt;br /&gt;
* hunger counter and display&lt;br /&gt;
* integrated most of Marson's Bosses AWOL functions&lt;br /&gt;
* Diplomacy and Handle Animal skills &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6868</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6868"/>
				<updated>2014-05-22T09:19:03Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: Veins update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.0.1.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.17.0 (12 May 2014)&lt;br /&gt;
|engine=1.1.5&lt;br /&gt;
|standalone=[https://github.com/Zireael07/The-Veins-of-the-Earth/releases]&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since Incursion went open-source, the focus of the development will be on delivering a different experience to Julian's game, mostly focusing around&lt;br /&gt;
&lt;br /&gt;
* tiles and spell icons&lt;br /&gt;
&lt;br /&gt;
* infinite dungeon&lt;br /&gt;
&lt;br /&gt;
* infinite leveling with a soft cap around 40-50 character levels&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' Various branches contain WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Key features:&lt;br /&gt;
&lt;br /&gt;
Based on the OGL license&lt;br /&gt;
&lt;br /&gt;
If you've ever played any of the games released on the Open Game Licence, whether computer or tabletop, you will find many things familiar. Same if you played any AD&amp;amp;D-derived games (Baldur's Gate, Icewind Dale, Angband)...&lt;br /&gt;
&lt;br /&gt;
Tiles&lt;br /&gt;
&lt;br /&gt;
The game uses freely available tiles which have been used in several Angband variants, so they are tried and proven.&lt;br /&gt;
&lt;br /&gt;
Tooltips&lt;br /&gt;
&lt;br /&gt;
Don't know what that spell or ability or monster is? Just mouse over it. Lots of readily accessible info for the player.&lt;br /&gt;
&lt;br /&gt;
Help&lt;br /&gt;
&lt;br /&gt;
Still stuck? Press F1 or H.&lt;br /&gt;
&lt;br /&gt;
Turn-based&lt;br /&gt;
&lt;br /&gt;
You make your action and enemies take theirs.&lt;br /&gt;
&lt;br /&gt;
Grid-based&lt;br /&gt;
&lt;br /&gt;
In true roguelike spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* TILES - David E. Gervais with some edits by me&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 13 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]); warlock; shaman&lt;br /&gt;
* 6 prestige classes: shadowdancer, assasin, rcane archer, blackguard, loremaster, archmage&lt;br /&gt;
* 16 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes; lizardfolk, kobold, orc&lt;br /&gt;
* backgrounds for quicker character creation&lt;br /&gt;
* attributes can be generated either via rolling or via resettable point buy starting at 10&lt;br /&gt;
* better starting equipment, taking into account class and race; magic items as starting perks&lt;br /&gt;
* a random name generator, taking into account your race and sex, now with an option to type the name yourself&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* Luck stat affects generation of rare loot (but not magical properties)&lt;br /&gt;
* XP for killing monsters, descending deeper, disarming traps, seeing monsters&lt;br /&gt;
* multiclassing (with attribute scores requirements) &amp;amp; prestige classes &amp;amp; bonus feats based on class&lt;br /&gt;
* complete, colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties &amp;amp; feats&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* death at -10 and detrimental effects both at 0 and in the -1 to -9 range; certain monsters can now poison you, reducing your stats&lt;br /&gt;
* saving throws printed to log; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook now with spell information included, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level&lt;br /&gt;
* spell-like abilities for drow &amp;amp; duergar; other spell-likes as random perks at start&lt;br /&gt;
* Spellcraft test required to identify spells cast by others&lt;br /&gt;
* skill checks (printed to log) including armor check penalty &amp;amp; racial or feat bonuses; opposed checks&lt;br /&gt;
* stealth &amp;amp; sneak attacks&lt;br /&gt;
* all weapons from SRD; magic armors and shields; magic weapons; light sources; magic items&lt;br /&gt;
* all feats from SRD except archery feats and unarmed combat feats&lt;br /&gt;
* working item creation feats&lt;br /&gt;
* most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)&lt;br /&gt;
* pre-made d20-style encounters of more than 1 monster&lt;br /&gt;
* humanoid NPCs can now have character classes&lt;br /&gt;
* shopkeepers can now sell &amp;amp; buy items&lt;br /&gt;
* item identification in two stages, auto-destroying known cursed items&lt;br /&gt;
* CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* monster info screen, showing number of monsters killed and seen&lt;br /&gt;
* hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left&lt;br /&gt;
* colored in-game help screen; legend screen; basic rules info&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]; Sil-style min depth and anti-stairscum measures&lt;br /&gt;
* level feelings and item feelings (warning: these affect only pre-spawned items, not monster loot)&lt;br /&gt;
* calendar&lt;br /&gt;
* hunger counter and display&lt;br /&gt;
* integrated most of Marson's Bosses AWOL functions&lt;br /&gt;
* Diplomacy and Handle Animal skills &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6867</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6867"/>
				<updated>2014-05-22T08:57:22Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: Veins update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.0.1.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.17.0 (12 May 2014)&lt;br /&gt;
|engine=1.1.5&lt;br /&gt;
|standalone=[https://github.com/Zireael07/The-Veins-of-the-Earth/releases]&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since Incursion went open-source, the focus of the development will be on delivering a different experience to Julian's game, mostly focusing around&lt;br /&gt;
&lt;br /&gt;
* tiles and spell icons&lt;br /&gt;
&lt;br /&gt;
* infinite dungeon&lt;br /&gt;
&lt;br /&gt;
* infinite leveling with a soft cap around 40-50 character levels&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' Various branches contain WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* TILES - David E. Gervais with some edits by me&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 13 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]); warlock; shaman&lt;br /&gt;
* 6 prestige classes: shadowdancer, assasin, rcane archer, blackguard, loremaster, archmage&lt;br /&gt;
* 16 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes; lizardfolk, kobold, orc&lt;br /&gt;
* backgrounds for quicker character creation&lt;br /&gt;
* attributes can be generated either via rolling or via resettable point buy starting at 10&lt;br /&gt;
* better starting equipment, taking into account class and race; magic items as starting perks&lt;br /&gt;
* a random name generator, taking into account your race and sex, now with an option to type the name yourself&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* Luck stat affects generation of rare loot (but not magical properties)&lt;br /&gt;
* XP for killing monsters, descending deeper, disarming traps, seeing monsters&lt;br /&gt;
* multiclassing (with attribute scores requirements) &amp;amp; prestige classes &amp;amp; bonus feats based on class&lt;br /&gt;
* complete, colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties &amp;amp; feats&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* death at -10 and detrimental effects both at 0 and in the -1 to -9 range; certain monsters can now poison you, reducing your stats&lt;br /&gt;
* saving throws printed to log; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook now with spell information included, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level&lt;br /&gt;
* spell-like abilities for drow &amp;amp; duergar; other spell-likes as random perks at start&lt;br /&gt;
* Spellcraft test required to identify spells cast by others&lt;br /&gt;
* skill checks (printed to log) including armor check penalty &amp;amp; racial or feat bonuses; opposed checks&lt;br /&gt;
* stealth &amp;amp; sneak attacks&lt;br /&gt;
* all weapons from SRD; magic armors and shields; magic weapons; light sources; magic items&lt;br /&gt;
* all feats from SRD except archery feats and unarmed combat feats&lt;br /&gt;
* working item creation feats&lt;br /&gt;
* most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)&lt;br /&gt;
* pre-made d20-style encounters of more than 1 monster&lt;br /&gt;
* humanoid NPCs can now have character classes&lt;br /&gt;
* shopkeepers can now sell &amp;amp; buy items&lt;br /&gt;
* item identification in two stages, auto-destroying known cursed items&lt;br /&gt;
* CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* monster info screen, showing number of monsters killed and seen&lt;br /&gt;
* hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left&lt;br /&gt;
* colored in-game help screen; legend screen; basic rules info&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]; Sil-style min depth and anti-stairscum measures&lt;br /&gt;
* level feelings and item feelings (warning: these affect only pre-spawned items, not monster loot)&lt;br /&gt;
* calendar&lt;br /&gt;
* hunger counter and display&lt;br /&gt;
* integrated most of Marson's Bosses AWOL functions&lt;br /&gt;
* Diplomacy and Handle Animal skills &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6840</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6840"/>
				<updated>2014-04-18T12:18:33Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: Veins update again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.0.1.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.16.0 (18 Apr 2014)&lt;br /&gt;
|engine=1.1.5&lt;br /&gt;
|standalone=[https://github.com/Zireael07/The-Veins-of-the-Earth/releases]&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since Incursion went open-source, the focus of the development will be on delivering a different experience to Julian's game, mostly focusing around&lt;br /&gt;
&lt;br /&gt;
* tiles and spell icons&lt;br /&gt;
&lt;br /&gt;
* infinite dungeon&lt;br /&gt;
&lt;br /&gt;
* infinite leveling with a soft cap around 40-50 character levels&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' Various branches contain WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* TILES - David E. Gervais with some edits by me&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 13 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]); warlock; shaman&lt;br /&gt;
* 6 prestige classes: shadowdancer, assasin, rcane archer, blackguard, loremaster, archmage&lt;br /&gt;
* 16 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes; lizardfolk, kobold, orc&lt;br /&gt;
* backgrounds for quicker character creation&lt;br /&gt;
* attributes can be generated either via rolling or via resettable point buy starting at 10&lt;br /&gt;
* better starting equipment, taking into account class and race; magic items as starting perks&lt;br /&gt;
* a random name generator, taking into account your race and sex, now with an option to type the name yourself&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* Luck stat affects generation of rare loot (but not magical properties)&lt;br /&gt;
* XP for killing monsters, descending deeper, disarming traps, seeing monsters&lt;br /&gt;
* multiclassing (with attribute scores requirements) &amp;amp; prestige classes &amp;amp; bonus feats based on class&lt;br /&gt;
* complete, colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties &amp;amp; feats&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* death at -10 and detrimental effects both at 0 and in the -1 to -9 range; certain monsters can now poison you, reducing your stats&lt;br /&gt;
* saving throws printed to log; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook now with spell information included, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level&lt;br /&gt;
* spell-like abilities for drow &amp;amp; duergar; other spell-likes as random perks at start&lt;br /&gt;
* Spellcraft test required to identify spells cast by others&lt;br /&gt;
* skill checks (printed to log) including armor check penalty &amp;amp; racial or feat bonuses; opposed checks&lt;br /&gt;
* stealth &amp;amp; sneak attacks&lt;br /&gt;
* all weapons from SRD; magic armors and shields; magic weapons; light sources; magic items&lt;br /&gt;
* all feats from SRD except archery feats and unarmed combat feats&lt;br /&gt;
* most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)&lt;br /&gt;
* pre-made d20-style encounters of more than 1 monster&lt;br /&gt;
* humanoid NPCs can now have character classes&lt;br /&gt;
* shopkeepers can now sell &amp;amp; buy items&lt;br /&gt;
* item identification in two stages, auto-destroying known cursed items&lt;br /&gt;
* CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* monster info screen, showing number of monsters killed and seen&lt;br /&gt;
* hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left&lt;br /&gt;
* colored in-game help screen; legend screen; basic rules info&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]; Sil-style min depth and anti-stairscum measures&lt;br /&gt;
* level feelings and item feelings (warning: these affect only pre-spawned items, not monster loot)&lt;br /&gt;
* calendar&lt;br /&gt;
* hunger counter and display&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6839</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6839"/>
				<updated>2014-04-18T09:24:48Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.0.1.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.15.0 (31 Mar 2014)&lt;br /&gt;
|engine=1.1.5&lt;br /&gt;
|standalone=[https://github.com/Zireael07/The-Veins-of-the-Earth/releases]&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since Incursion went open-source, the focus of the development will be on delivering a different experience to Julian's game, mostly focusing around&lt;br /&gt;
&lt;br /&gt;
* tiles and spell icons&lt;br /&gt;
&lt;br /&gt;
* infinite dungeon&lt;br /&gt;
&lt;br /&gt;
* infinite leveling with a soft cap around 40-50 character levels&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' Various branches contain WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* TILES - David E. Gervais with some edits by me&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 12 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]), warlock&lt;br /&gt;
* 2 prestige classes: shadowdancer, assasin&lt;br /&gt;
* 13 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes&lt;br /&gt;
* backgrounds for quicker character creation&lt;br /&gt;
* attributes can be generated either via rolling or via resettable point buy starting at 10&lt;br /&gt;
* better starting equipment, taking into account class and race; magic items as starting perks&lt;br /&gt;
* a random name generator, taking into account your race and sex, now with an option to type the name yourself&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* Luck stat affects generation of rare loot (but not magical properties)&lt;br /&gt;
* XP for killing monsters, descending deeper, disarming traps, seeing monsters&lt;br /&gt;
* multiclassing (with attribute scores requirements) &amp;amp; prestige classes &amp;amp; bonus feats based on class&lt;br /&gt;
* complete, colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties &amp;amp; feats&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* death at -10 and detrimental effects both at 0 and in the -1 to -9 range&lt;br /&gt;
* saving throws printed to log; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level&lt;br /&gt;
* skill checks (printed to log) including armor check penalty &amp;amp; racial or feat bonuses; opposed checks&lt;br /&gt;
* stealth&lt;br /&gt;
* all weapons from SRD; magic armors and shields; magic weapons; light sources; magic items&lt;br /&gt;
* all feats from SRD except archery feats and unarmed combat feats&lt;br /&gt;
* most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)&lt;br /&gt;
* pre-made d20-style encounters of more than 1 monster&lt;br /&gt;
* humanoid NPCs can now have character classes&lt;br /&gt;
* item identification in two stages, auto-destroying known cursed items&lt;br /&gt;
* CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* monster info screen, showing number of monsters killed and seen&lt;br /&gt;
* hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left&lt;br /&gt;
* colored in-game help screen; legend screen; basic rules info&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]; Sil-style min depth and anti-stairscum measures&lt;br /&gt;
* level feelings and item feelings (warning: these affect only pre-spawned items, not monster loot)&lt;br /&gt;
* calendar&lt;br /&gt;
* hunger counter and display&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6838</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6838"/>
				<updated>2014-04-18T09:22:26Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: update Veins page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.0.1.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.15.0 (31 Mar 2014)&lt;br /&gt;
|engine=1.1.5&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since Incursion went open-source, the focus of the development will be on delivering a different experience to Julian's game, mostly focusing around&lt;br /&gt;
&lt;br /&gt;
* tiles and spell icons&lt;br /&gt;
&lt;br /&gt;
* infinite dungeon&lt;br /&gt;
&lt;br /&gt;
* infinite leveling with a soft cap around 40-50 character levels&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' Various branches contain WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* TILES - David E. Gervais with some edits by me&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 12 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]), warlock&lt;br /&gt;
* 2 prestige classes: shadowdancer, assasin&lt;br /&gt;
* 13 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes&lt;br /&gt;
* backgrounds for quicker character creation&lt;br /&gt;
* attributes can be generated either via rolling or via resettable point buy starting at 10&lt;br /&gt;
* better starting equipment, taking into account class and race; magic items as starting perks&lt;br /&gt;
* a random name generator, taking into account your race and sex, now with an option to type the name yourself&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* Luck stat affects generation of rare loot (but not magical properties)&lt;br /&gt;
* XP for killing monsters, descending deeper, disarming traps, seeing monsters&lt;br /&gt;
* multiclassing (with attribute scores requirements) &amp;amp; prestige classes &amp;amp; bonus feats based on class&lt;br /&gt;
* complete, colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties &amp;amp; feats&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* death at -10 and detrimental effects both at 0 and in the -1 to -9 range&lt;br /&gt;
* saving throws printed to log; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level&lt;br /&gt;
* skill checks (printed to log) including armor check penalty &amp;amp; racial or feat bonuses; opposed checks&lt;br /&gt;
* stealth&lt;br /&gt;
* all weapons from SRD; magic armors and shields; magic weapons; light sources; magic items&lt;br /&gt;
* all feats from SRD except archery feats and unarmed combat feats&lt;br /&gt;
* most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)&lt;br /&gt;
* pre-made d20-style encounters of more than 1 monster&lt;br /&gt;
* humanoid NPCs can now have character classes&lt;br /&gt;
* item identification in two stages, auto-destroying known cursed items&lt;br /&gt;
* CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* monster info screen, showing number of monsters killed and seen&lt;br /&gt;
* hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left&lt;br /&gt;
* colored in-game help screen; legend screen; basic rules info&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]; Sil-style min depth and anti-stairscum measures&lt;br /&gt;
* level feelings and item feelings (warning: these affect only pre-spawned items, not monster loot)&lt;br /&gt;
* calendar&lt;br /&gt;
* hunger counter and display&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6268</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6268"/>
				<updated>2013-12-12T10:39:06Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: Veins update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.0.1.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.12.2 (12 Dec 2013)&lt;br /&gt;
|engine=1.0.5&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
The versioning has been recently overhauled, therefore old file names don't match the version numbers.&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' Various branches contain WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* 32x32 Daniel E. Gervais tiles with some edits made by me&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 12 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]), warlock&lt;br /&gt;
* 2 prestige classes: shadowdancer, assasin&lt;br /&gt;
* 13 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes&lt;br /&gt;
* backgrounds for quicker character creation&lt;br /&gt;
* attributes can be generated either via rolling or via point buy&lt;br /&gt;
* a random name generator, taking into account your race and sex, now with an option to type the name yourself&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* XP for killing monsters, descending deeper, disarming traps&lt;br /&gt;
* multiclassing (with attribute requirements) &amp;amp; prestige classes&lt;br /&gt;
* complete, colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties &amp;amp; feats&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* death at -10 and detrimental effects both at 0 and in the -1 to -9 range&lt;br /&gt;
* saving throws [Seb]; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level&lt;br /&gt;
* skill checks (printed to log) including armor check penalty &amp;amp; racial or feat bonuses; opposed checks&lt;br /&gt;
* all weapons from SRD; magic armors and shields; magic weapons; light sources; magic items&lt;br /&gt;
* all feats from SRD except archery feats and unarmed combat feats&lt;br /&gt;
* most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)&lt;br /&gt;
* AUTOMATIC item identification&lt;br /&gt;
* CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left&lt;br /&gt;
* colored in-game help screen; legend screen; basic rules info&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]&lt;br /&gt;
* calendar&lt;br /&gt;
* hunger counter and display&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6261</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6261"/>
				<updated>2013-12-05T19:45:26Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: Veins update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.0.1.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.12.1 (05 Dec 2013)&lt;br /&gt;
|engine=1.0.5&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
The versioning has been recently overhauled, therefore old file names don't match the version numbers.&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' Various branches contain WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* 32x32 Daniel E. Gervais tiles with some edits made by me&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 12 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]), warlock&lt;br /&gt;
* 2 prestige classes: shadowdancer, assasin&lt;br /&gt;
* 13 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes&lt;br /&gt;
* backgrounds for quicker character creation&lt;br /&gt;
* attributes can be generated either via rolling or via point buy&lt;br /&gt;
* a random name generator, taking into account your race and sex, now with an option to type the name yourself&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* XP for killing monsters, descending deeper, disarming traps&lt;br /&gt;
* multiclassing (with attribute requirements) &amp;amp; prestige classes&lt;br /&gt;
* complete, colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties &amp;amp; feats&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* death at -10 and detrimental effects both at 0 and in the -1 to -9 range&lt;br /&gt;
* saving throws [Seb]; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level&lt;br /&gt;
* skill checks (printed to log) including armor check penalty &amp;amp; racial or feat bonuses; opposed checks&lt;br /&gt;
* all weapons from SRD; magic armors and shields; magic weapons; light sources; magic items&lt;br /&gt;
* all feats from SRD except archery feats and unarmed combat feats&lt;br /&gt;
* most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)&lt;br /&gt;
* item identification&lt;br /&gt;
* CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left&lt;br /&gt;
* colored in-game help screen; legend screen; basic rules info&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]&lt;br /&gt;
* calendar&lt;br /&gt;
* hunger counter and display&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6254</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6254"/>
				<updated>2013-11-30T15:28:47Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: Veins update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.0.1.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.12.0 (30 Nov 2013)&lt;br /&gt;
|engine=1.0.5&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
The versioning has been recently overhauled, therefore old file names don't match the version numbers.&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' Various branches contain WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* 32x32 Daniel E. Gervais tiles with some edits made by me&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 12 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]), warlock&lt;br /&gt;
* 2 prestige classes: shadowdancer, assasin&lt;br /&gt;
* 13 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes&lt;br /&gt;
* backgrounds for quicker character creation&lt;br /&gt;
* attributes can be generated either via rolling or via point buy&lt;br /&gt;
* a random name generator, taking into account your race and sex, now with an option to type the name yourself&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* XP for killing monsters, descending deeper, disarming traps&lt;br /&gt;
* multiclassing (with attribute requirements) &amp;amp; prestige classes&lt;br /&gt;
* complete, colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties &amp;amp; feats&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* death at -10 and detrimental effects both at 0 and in the -1 to -9 range&lt;br /&gt;
* saving throws [Seb]; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level&lt;br /&gt;
* skill checks (printed to log) including armor check penalty &amp;amp; racial or feat bonuses; opposed checks&lt;br /&gt;
* all weapons from SRD; magic armors and shields; magic weapons; light sources; magic items&lt;br /&gt;
* all feats from SRD except archery feats and unarmed combat feats&lt;br /&gt;
* most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)&lt;br /&gt;
* item identification&lt;br /&gt;
* CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left&lt;br /&gt;
* colored in-game help screen; legend screen; basic rules info&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]&lt;br /&gt;
* calendar&lt;br /&gt;
* hunger counter and display&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6234</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6234"/>
				<updated>2013-11-21T16:01:55Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: Veins readme update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.0.1.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.11.0 (12 Nov 2013)&lt;br /&gt;
|engine=1.0.5&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
The versioning has been recently overhauled, therefore old file names don't match the version numbers.&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' Various branches contain WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* 32x32 Daniel E. Gervais tiles with some edits made by me&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 10 classes: barbarian, bard, cleric, druid, fighter, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]), warlock&lt;br /&gt;
* 2 prestige classes: shadowdancer, assasin&lt;br /&gt;
* 13 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes&lt;br /&gt;
* backgrounds for quicker character creation&lt;br /&gt;
* attributes can be generated either via rolling or via point buy&lt;br /&gt;
* a random name generator, taking into account your race and sex, now with an option to type the name yourself&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* XP for killing monsters, descending deeper, disarming traps&lt;br /&gt;
* multiclassing (with attribute requirements) &amp;amp; prestige classes&lt;br /&gt;
* complete, colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties &amp;amp; feats&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* death at -10 and detrimental effects both at 0 and in the -1 to -9 range&lt;br /&gt;
* saving throws [Seb]; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level&lt;br /&gt;
* skill checks (printed to log) including armor check penalty &amp;amp; racial or feat bonuses; opposed checks&lt;br /&gt;
* all weapons from SRD; magic armors and shields; magic weapons; light sources; magic items&lt;br /&gt;
* all feats from SRD except archery feats and unarmed combat feats&lt;br /&gt;
* most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)&lt;br /&gt;
* item identification&lt;br /&gt;
* CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left&lt;br /&gt;
* colored in-game help screen; legend screen; basic rules info&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]&lt;br /&gt;
* calendar&lt;br /&gt;
* hunger counter and display&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6230</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6230"/>
				<updated>2013-11-13T13:25:40Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: Veins update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.0.1.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.11.0 (12 Nov 2013)&lt;br /&gt;
|engine=1.0.5&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
The versioning has been recently overhauled, therefore old file names don't match the version numbers.&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' Various branches contain WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* 32x32 Daniel E. Gervais tiles with some edits made by me&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 10 classes: barbarian, bard, cleric, druid, fighter, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]), warlock&lt;br /&gt;
* 2 prestige classes: shadowdancer, assasin&lt;br /&gt;
* 13 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes&lt;br /&gt;
* backgrounds for quicker character creation&lt;br /&gt;
* attributes can be generated either via rolling or via point buy&lt;br /&gt;
* a random name generator, taking into account your race and sex&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* XP for killing monsters, descending deeper, disarming traps&lt;br /&gt;
* multiclassing (with attribute requirements) &amp;amp; prestige classes&lt;br /&gt;
* complete, colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties &amp;amp; feats&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* death at -10 and detrimental effects both at 0 and in the -1 to -9 range&lt;br /&gt;
* saving throws [Seb]; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level&lt;br /&gt;
* skill checks (printed to log) including armor check penalty &amp;amp; racial or feat bonuses; opposed checks&lt;br /&gt;
* all weapons from SRD; magic armors and shields; magic weapons; light sources; magic items&lt;br /&gt;
* all feats from SRD except archery feats and unarmed combat feats&lt;br /&gt;
* item identification&lt;br /&gt;
* some monsters up to CR 8; CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left&lt;br /&gt;
* colored in-game help screen; legend screen; basic rules info&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]&lt;br /&gt;
* calendar&lt;br /&gt;
* hunger counter and display&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6223</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6223"/>
				<updated>2013-11-04T11:04:42Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: Veins update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.0.1.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.10.0 (04 Nov 2013)&lt;br /&gt;
|engine=1.0.5&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
The versioning has been recently overhauled, therefore old file names don't match the version numbers.&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' Various branches contain WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 10 classes: barbarian, bard, cleric, druid, fighter, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]), warlock&lt;br /&gt;
* 2 prestige classes: shadowdancer, assasin&lt;br /&gt;
* 13 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes&lt;br /&gt;
* backgrounds for quicker character creation&lt;br /&gt;
* attributes can be generated either via rolling or via point buy&lt;br /&gt;
* a random name generator, taking into account your race and sex&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* XP for killing monsters, descending deeper, disarming traps&lt;br /&gt;
* multiclassing &amp;amp; prestige classes&lt;br /&gt;
* complete, colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties &amp;amp; feats&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* death at -10 and detrimental effects both at 0 and in the -1 to -9 range&lt;br /&gt;
* saving throws [Seb]; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level&lt;br /&gt;
* skill checks (printed to log) including armor check penalty &amp;amp; racial or feat bonuses; opposed checks&lt;br /&gt;
* all weapons from SRD; magic armors and shields; magic weapons; light sources; magic items&lt;br /&gt;
* all feats from SRD except archery feats and unarmed combat feats&lt;br /&gt;
* item identification&lt;br /&gt;
* some monsters up to CR 8; CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left&lt;br /&gt;
* colored in-game help screen; legend screen; basic rules info&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]&lt;br /&gt;
* calendar&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6213</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6213"/>
				<updated>2013-10-28T11:23:46Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: Veins update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.0.1.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.9.0 (28 Oct 2013)&lt;br /&gt;
|engine=1.0.4&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
The versioning has been recently overhauled, therefore old file names don't match the version numbers.&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' The to-debug branch contains WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 8 classes: fighter, rogue, mage, ranger, cleric, barbarian, druid, warlock&lt;br /&gt;
* 2 prestige classes: shadowdancer, assasin&lt;br /&gt;
* 10 races: human, half-elf, elf, dwarf, half-orc; drow, duergar, deep gnomes&lt;br /&gt;
* backgrounds for quicker character creation&lt;br /&gt;
* a random name generator, taking into account your race and sex&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* XP for killing monsters, descending deeper, disarming traps&lt;br /&gt;
* multiclassing &amp;amp; prestige classes&lt;br /&gt;
* colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties &amp;amp; feats&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* death at -10 and detrimental effects both at 0 and in the -1 to -9 range&lt;br /&gt;
* saving throws [Seb]; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells&lt;br /&gt;
* casters gain access to next spell level every 3rd level&lt;br /&gt;
* attributes roller before character creation; now guarantees higher stats&lt;br /&gt;
* some monsters up to CR 1; CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* feat and skill select [Seb]&lt;br /&gt;
* skill checks and opposed checks, including armor check penalty and racial bonuses; more skill points at first character level&lt;br /&gt;
* skill tests printed to log; max skill ranks implemented; feat bonuses applied on top of skill ranks&lt;br /&gt;
* most weapons from SRD; magic armors and shields; light sources; amulet of natural armor; cure x wounds potions [Seb]&lt;br /&gt;
* ranged weapons as starting equipment; deep-dwelling races no longer get a torch&lt;br /&gt;
* most melee &amp;amp; skill enhancing feats from SRD&lt;br /&gt;
* working Intuition skill (now for one item only) and item identification&lt;br /&gt;
* colored in-game help screen; legend screen&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]&lt;br /&gt;
* calendar&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages;&lt;br /&gt;
* item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Tales_of_Maj%27Eyal_Wiki&amp;diff=6201</id>
		<title>Tales of Maj'Eyal Wiki</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Tales_of_Maj%27Eyal_Wiki&amp;diff=6201"/>
				<updated>2013-10-25T14:43:15Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: fix typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Tales of Maj'Eyal 4''' (aka ToME 4) is an RPG Roguelike game, written as a module that runs in [[T-Engine 4]]. Download T-Engine and ToME for a myriad of Operating Systems from http://www.te4.org/download&lt;br /&gt;
&lt;br /&gt;
[[T-Engine 4]] is the reboot and complete rewrite of T-Engine, released in beta form on May 11, 2010.&lt;br /&gt;
----&lt;br /&gt;
* [[tome history|History of ToME]]&lt;br /&gt;
* [[tome faq|Frequently Asked Questions]]&lt;br /&gt;
* [[tome glossary|Glossary of terms in ToME]]&lt;br /&gt;
&lt;br /&gt;
'''Want to contribute to the ToME wiki?''' [[How To Contribute To The Wiki|Click here]] for how to get started.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Character Info&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Classes]]&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
* [[Talents]]&lt;br /&gt;
* [[Prodigies]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Game Info&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Campaigns]]&lt;br /&gt;
* [[Achievements]]&lt;br /&gt;
* [[Backup Guardians]]&lt;br /&gt;
* [[Bosses]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Quests]]&lt;br /&gt;
* [[Unlockables]]&lt;br /&gt;
* [[Vaults]]&lt;br /&gt;
* [[Zones]]&lt;br /&gt;
* [[Escorts]]&lt;br /&gt;
* [[Difficulty]]&lt;br /&gt;
* [[Permadeath]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Game Mechanics&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Character sheet]]: power, damage, saves, armor&lt;br /&gt;
* [[Combat Damage]]&lt;br /&gt;
* [[Effects]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[egos|Ego Items and their Effects]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Vision]]&lt;br /&gt;
* [[Damage Types]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Items&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Items]]&lt;br /&gt;
* [[Artifacts]]&lt;br /&gt;
* [[Gems]]&lt;br /&gt;
* [[Item_list|Full List of all Items]]&lt;br /&gt;
* [[Materials|Item materials]]&lt;br /&gt;
* [[Mindstars]]&lt;br /&gt;
* [[Item sets]]&lt;br /&gt;
* [[Inscriptions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Development&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Source Setup]]&lt;br /&gt;
* [[How to compile]]&lt;br /&gt;
* [[Lua|Lua: The language of ToME4]]&lt;br /&gt;
* [[Addons]]&lt;br /&gt;
** [[Hooks|Hooks and what they do]]&lt;br /&gt;
** [[Resources_for_Addons_and_Modules|Addon Resources]]&lt;br /&gt;
* [[Modules]]&lt;br /&gt;
** [[T4 Modules Howto Guide|Create module how to guides]]&lt;br /&gt;
** [[Resources_for_Addons_and_Modules|Module Resources]]&lt;br /&gt;
* [[Debugging]]&lt;br /&gt;
* [[Command Line Arguments]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6181</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6181"/>
				<updated>2013-10-21T10:40:21Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: Veins update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.0.1.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.8.0 (21 Oct 2013)&lt;br /&gt;
|engine=1.0.4&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
The versioning has been recently overhauled, therefore old file names don't match the version numbers.&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' The to-debug branch contains WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 8 classes: fighter, rogue, mage, ranger, cleric, barbarian, druid, warlock&lt;br /&gt;
* 2 prestige classes: shadowdancer, assasin&lt;br /&gt;
* 10 races: human, half-elf, elf, dwarf, half-orc; drow, duergar, deep gnomes&lt;br /&gt;
* backgrounds for quicker character creation&lt;br /&gt;
* a random name generator, taking into account your race and sex&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* XP for killing monsters, descending deeper, disarming traps&lt;br /&gt;
* multiclassing &amp;amp; prestige classes&lt;br /&gt;
* colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties &amp;amp; feats&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* death at -10 and detrimental effects both at 0 and in the -1 to -9 range&lt;br /&gt;
* saving throws [Seb]; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells&lt;br /&gt;
* casters gain access to next spell level every 3rd level&lt;br /&gt;
* attributes roller before character creation; now guarantees higher stats&lt;br /&gt;
* some monsters up to CR 1; CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* feat and skill select [Seb]&lt;br /&gt;
* skill checks and opposed checks, including armor check penalty and racial bonuses; more skill points at first character level&lt;br /&gt;
* skill tests printed to log; max skill ranks implemented; feat bonuses applied on top of skill ranks&lt;br /&gt;
* most weapons from SRD; magic armors and shields; light sources; amulet of natural armor; cure x wounds potions [Seb]&lt;br /&gt;
* ranged weapons as starting equipment; deep-dwelling races no longer get a torch&lt;br /&gt;
* most melee &amp;amp; skill enhancing feats from SRD&lt;br /&gt;
* working Intuition skill (now for one item only) and item identification&lt;br /&gt;
* colored in-game help screen; legend screen&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]&lt;br /&gt;
* calendar&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages;&lt;br /&gt;
* item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6178</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6178"/>
				<updated>2013-10-17T08:12:27Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: Veins update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.0.1.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.7.1 (12 Oct 2013)&lt;br /&gt;
|engine=1.0.4&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
The versioning has been recently overhauled, therefore old file names don't match the version numbers.&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' The to-debug branch contains WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 8 classes: fighter, rogue, mage, ranger, cleric, barbarian, druid, warlock&lt;br /&gt;
* 2 prestige classes: shadowdancer, assasin&lt;br /&gt;
* 10 races: human, half-elf, elf, dwarf, half-orc; drow, duergar, deep gnomes&lt;br /&gt;
* a random name generator, taking into account your race and sex&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* multiclassing &amp;amp; prestige classes&lt;br /&gt;
* colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* saving throws [Seb]; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* hp, exp, dungeon level on-screen display&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook, an iconed hotbar for spells, some 0 and 1st level spells [Seb]&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells&lt;br /&gt;
* casters gain access to next spell level every 3rd level&lt;br /&gt;
* attributes roller before character creation; now guarantees higher stats&lt;br /&gt;
* some monsters up to CR 1; CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* feat and skill select [Seb]&lt;br /&gt;
* skill checks and opposed checks, including armor check penalty and racial bonuses; more skill points at first character level&lt;br /&gt;
* skill tests printed to log; max skill ranks implemented&lt;br /&gt;
* most weapons from SRD; magic armors and shields; light sources; amulet of natural armor; cure x wounds potions [Seb]&lt;br /&gt;
* ranged weapons as starting equipment; deep-dwelling races no longer get a torch&lt;br /&gt;
* most melee &amp;amp; skill enhancing feats from SRD&lt;br /&gt;
* working Intuition skill and item identification&lt;br /&gt;
* colored in-game help screen; legend screen&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]&lt;br /&gt;
* calendar&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages;&lt;br /&gt;
* item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6176</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6176"/>
				<updated>2013-10-03T08:49:06Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.0.1.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.7.0 (02 Oct 2013)&lt;br /&gt;
|engine=1.0.4&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
The versioning has been recently overhauled, therefore old file names don't match the version numbers.&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' The to-debug branch contains WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 8 classes: fighter, rogue, mage, ranger, cleric, barbarian, druid, warlock&lt;br /&gt;
* 2 prestige classes: shadowdancer, assasin&lt;br /&gt;
* 10 races: human, half-elf, elf, dwarf, half-orc; drow, duergar, deep gnomes&lt;br /&gt;
* a random name generator, taking into account your race and sex&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* multiclassing &amp;amp; prestige classes&lt;br /&gt;
* colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* saving throws [Seb]; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* hp, exp, dungeon level on-screen display&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook, an iconed hotbar for spells, some 0 and 1st level spells [Seb]&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells&lt;br /&gt;
* casters gain access to next spell level every 3rd level&lt;br /&gt;
* attributes roller before character creation; now guarantees higher stats&lt;br /&gt;
* some monsters up to CR 1; CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* feat and skill select [Seb]&lt;br /&gt;
* skill checks and opposed checks, including armor check penalty and racial bonuses; more skill points at first character level&lt;br /&gt;
* skill tests printed to log; max skill ranks implemented&lt;br /&gt;
* most weapons from SRD; magic armors and shields; light sources; amulet of natural armor; cure x wounds potions [Seb]&lt;br /&gt;
* ranged weapons as starting equipment; deep-dwelling races no longer get a torch&lt;br /&gt;
* most melee &amp;amp; skill enhancing feats from SRD&lt;br /&gt;
* working Intuition skill and item identification&lt;br /&gt;
* colored in-game help screen; legend screen&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]&lt;br /&gt;
* calendar&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages;&lt;br /&gt;
* item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6174</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6174"/>
				<updated>2013-10-02T09:04:02Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: Veins update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.0.1.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.0.16 (02 Oct 2013)&lt;br /&gt;
|engine=1.0.4&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' The to-debug branch contains WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* new old gold and black UI skin&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 8 classes: fighter, rogue, mage, ranger, cleric, barbarian, druid, warlock&lt;br /&gt;
* 2 prestige classes: shadowdancer, assasin&lt;br /&gt;
* 10 races: human, half-elf, elf, dwarf, half-orc; drow, duergar, deep gnomes&lt;br /&gt;
* a random name generator, taking into account your race and sex&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* multiclassing &amp;amp; prestige classes&lt;br /&gt;
* colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks (including double weapons) &amp;amp; iterative attacks&lt;br /&gt;
* saving throws [Seb]; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* hp, exp, dungeon level on-screen display&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook, an iconed hotbar for spells, some 0 and 1st level spells [Seb]&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells&lt;br /&gt;
* casters gain access to next spell level every 3rd level&lt;br /&gt;
* attributes roller before character creation; now guarantees higher stats&lt;br /&gt;
* some monsters up to CR 1; CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* feat and skill select [Seb]&lt;br /&gt;
* skill checks and opposed checks, including armor check penalty and racial bonuses; more skill points at first character level&lt;br /&gt;
* skill tests printed to log; max skill ranks implemented&lt;br /&gt;
* most weapons from SRD; magic armors and shields; light sources; amulet of natural armor; cure x wounds potions [Seb]&lt;br /&gt;
* ranged weapons as starting equipment; deep-dwelling races no longer get a torch&lt;br /&gt;
* most melee &amp;amp; skill enhancing feats from SRD&lt;br /&gt;
* working Intuition skill and item identification&lt;br /&gt;
* colored in-game help screen; legend screen&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]&lt;br /&gt;
* calendar&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages;&lt;br /&gt;
* item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
* resting takes 8 hours, monsters respawn on rest&lt;br /&gt;
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6147</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6147"/>
				<updated>2013-09-22T14:14:27Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: Veins update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.0.1.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.0.14 (22 Sep 2013)&lt;br /&gt;
|engine=1.0.4&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' The to-debug branch contains WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 8 classes: fighter, rogue, mage, ranger, cleric, barbarian, druid, warlock&lt;br /&gt;
* 2 prestige classes: shadowdancer, assasin&lt;br /&gt;
* 13 races: human, half-elf, half-drow, halfling, gnome, elf, dwarf, half-orc; drow, duergar, deep gnomes&lt;br /&gt;
* a random name generator, taking into account your race and sex&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* multiclassing &amp;amp; prestige classes &amp;amp; favored classes&lt;br /&gt;
* colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks &amp;amp; iterative attacks&lt;br /&gt;
* saving throws [Seb]; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* hp, exp, dungeon level on-screen display&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook, an iconed hotbar for spells, some 0 and 1st level spells [Seb]&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells&lt;br /&gt;
* attributes roller before character creation; now guarantees higher stats&lt;br /&gt;
* some monsters up to CR 1; CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* feat and skill select [Seb]&lt;br /&gt;
* skill checks and opposed checks, including armor check penalty and racial bonuses; more skill points at first character level&lt;br /&gt;
* skill tests printed to log; max skill ranks implemented&lt;br /&gt;
* most weapons from SRD; magic armors and shields; light sources; amulet of natural armor; cure x wounds potions [Seb]&lt;br /&gt;
* ranged weapons as starting equipment; deep-dwelling races no longer get a torch&lt;br /&gt;
* most melee &amp;amp; skill enhancing feats from SRD&lt;br /&gt;
* working Intuition skill and item identification&lt;br /&gt;
* colored in-game help screen; legend screen&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]&lt;br /&gt;
* calendar&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages;&lt;br /&gt;
* item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6146</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6146"/>
				<updated>2013-09-21T15:07:09Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: update Veins&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.0.1.&lt;br /&gt;
It is inspired by d20 and Incursion by Julian Mensch.&lt;br /&gt;
&lt;br /&gt;
{{Module&lt;br /&gt;
|name=Veins of the Earth&lt;br /&gt;
|developer=[[User:Zireael|Zireael]]&lt;br /&gt;
|version=0.0.13 (16 Sep 2013)&lt;br /&gt;
|engine=1.0.4&lt;br /&gt;
|page=[http://te4.org/games/veins]&lt;br /&gt;
|link=[http://forums.te4.org/viewtopic.php?f=40&amp;amp;t=38225]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' The to-debug branch contains WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* controls displayed automatically at game start&lt;br /&gt;
* 8 classes: fighter, rogue, mage, ranger, cleric, barbarian, druid, warlock&lt;br /&gt;
* 2 prestige classes: shadowdancer, assasin&lt;br /&gt;
* 10 races: human, half-elf, elf, dwarf, half-orc; drow, duergar, deep gnomes&lt;br /&gt;
* a random name generator, taking into account your race and sex&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* multiclassing &amp;amp; prestige classes&lt;br /&gt;
* colored character sheet with tooltips displaying rules info&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks &amp;amp; iterative attacks&lt;br /&gt;
* saving throws [Seb]; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* hp, exp, dungeon level on-screen display&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook, an iconed hotbar for spells, some 0 and 1st level spells [Seb]&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells&lt;br /&gt;
* attributes roller before character creation; now guarantees higher stats&lt;br /&gt;
* some monsters up to CR 1; CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* feat and skill select [Seb]&lt;br /&gt;
* skill checks and opposed checks, including armor check penalty and racial bonuses; more skill points at first character level&lt;br /&gt;
* skill tests printed to log; max skill ranks implemented&lt;br /&gt;
* most weapons from SRD; magic armors and shields; light sources; amulet of natural armor; cure x wounds potions [Seb]&lt;br /&gt;
* ranged weapons as starting equipment; deep-dwelling races no longer get a torch&lt;br /&gt;
* most melee &amp;amp; skill enhancing feats from SRD&lt;br /&gt;
* working Intuition skill and item identification&lt;br /&gt;
* colored in-game help screen; legend screen&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]&lt;br /&gt;
* calendar&lt;br /&gt;
* colored tooltips (color-coded relative monster stats and CR); colored log messages;&lt;br /&gt;
* item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Lua&amp;diff=6134</id>
		<title>Lua</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Lua&amp;diff=6134"/>
				<updated>2013-09-18T07:25:53Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: added the reference/documentation link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]]&lt;br /&gt;
&lt;br /&gt;
The language of ToME4.&lt;br /&gt;
&lt;br /&gt;
Some of the documentation for T-Engine 4 can be found here: http://te4.org/docs/t-engine4/1.0.0/index.html&lt;br /&gt;
&lt;br /&gt;
Here are some helpful links to learn Lua:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://luatut.com/crash_course.html&lt;br /&gt;
&lt;br /&gt;
http://lua-users.org/wiki/LuaDirectory&lt;br /&gt;
&lt;br /&gt;
http://www.lua.org/manual/5.1/manual.html&lt;br /&gt;
&lt;br /&gt;
http://www.lua.org/pil/ (Outdated but still useful)&lt;br /&gt;
&lt;br /&gt;
http://lua.gts-stolberg.de/en/index.php (possibly outdated but this is an amazing resource, especially for beginners, I wish I would have known about it two years ago)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you know the basics of Lua you can start looking at the code of ToME4 and try to understand it, making small edits and observing if they do what you expect them to do to further increase your understanding.  &lt;br /&gt;
&lt;br /&gt;
Some comments on the talent code can also be found [http://tometalentcomments.blogspot.com/ on this page].&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6133</id>
		<title>Veins of the Earth</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Veins_of_the_Earth&amp;diff=6133"/>
				<updated>2013-09-18T07:22:57Z</updated>
		
		<summary type="html">&lt;p&gt;Zireael: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Veins of the Earth is a module for T-Engine 4.0.1.&lt;br /&gt;
&lt;br /&gt;
'''Updated''': 16 Sep 2013 (v.0.0.13 aka beta 2.8)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.&lt;br /&gt;
&lt;br /&gt;
The game is a playable beta.&lt;br /&gt;
&lt;br /&gt;
'''Contributors WANTED!''' The to-debug branch contains WIP code which isn't working properly for some reason. Any help debugging it is welcome!&lt;br /&gt;
&lt;br /&gt;
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.&lt;br /&gt;
&lt;br /&gt;
Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).&lt;br /&gt;
&lt;br /&gt;
Anything that IS OGL - for example, SRD, Incursion, or the D&amp;amp;D Wiki portions marked as Open Game Content - is fine.&lt;br /&gt;
&lt;br /&gt;
Any contributors will be credited in the Readme. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features currently implemented include:&lt;br /&gt;
* brand-new start-up screen and menu [standalone version only]&lt;br /&gt;
* 8 classes: fighter, rogue, mage, ranger, cleric, barbarian, druid, warlock&lt;br /&gt;
* 2 prestige classes: shadowdancer, assasin&lt;br /&gt;
* 10 races: human, half-elf, elf, dwarf, half-orc; drow, duergar, deep gnomes&lt;br /&gt;
* a random name generator, taking into account your race and sex&lt;br /&gt;
* working ECL (Effective Character Level)&lt;br /&gt;
* multiclassing &amp;amp; prestige classes&lt;br /&gt;
* colored character sheet&lt;br /&gt;
* randomized unarmed and weapon damage; archery and weapon finesse&lt;br /&gt;
* attack roll &amp;amp; AC &amp;amp; critical hits &amp;amp; offhand attacks &amp;amp; iterative attacks&lt;br /&gt;
* saving throws [Seb]; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)&lt;br /&gt;
* hp, exp, dungeon level on-screen display&lt;br /&gt;
* inventory &amp;amp; encumbrance&lt;br /&gt;
* spellbook, an iconed hotbar for spells, some 0 and 1st level spells [Seb]&lt;br /&gt;
* armor spell failure chance; key stat must be 9 to cast spells&lt;br /&gt;
* attributes roller before character creation; now guarantees higher stats&lt;br /&gt;
* some monsters up to CR 1; CR displayed in tooltips; monsters drop equipment and corpses&lt;br /&gt;
* feat and skill select [Seb]&lt;br /&gt;
* skill checks and opposed checks, including armor check penalty and racial bonuses; more skill points at first character level&lt;br /&gt;
* skill tests printed to log; max skill ranks implemented&lt;br /&gt;
* most weapons from SRD; magic armors and shields; light sources; amulet of natural armor; cure x wounds potions [Seb]&lt;br /&gt;
* ranged weapons as starting equipment; deep-dwelling races no longer get a torch&lt;br /&gt;
* most melee &amp;amp; skill enhancing feats from SRD&lt;br /&gt;
* working Intuition skill and item identification&lt;br /&gt;
* colored in-game help screen; legend screen&lt;br /&gt;
* stairs have a chance of not changing the dungeon level [Seb]&lt;br /&gt;
* calendar&lt;br /&gt;
* colored tooltips; colored log messages&lt;br /&gt;
* item tooltips&lt;br /&gt;
* terrain effects&lt;br /&gt;
* speed bonuses&lt;/div&gt;</summary>
		<author><name>Zireael</name></author>	</entry>

	</feed>