Thanks for the bump Skaltum. Truth be told, I took a bit of a break from ToA to work on other things. That said, I picked it up a couple days ago, and the current SVN commit has enemy equipment and items (which can be used to control the enemy's drops, within fair limits, in addition to giving them equipment), and it's completely solid, although I may change the way it works in the RAWs a bit. It also has the updated code for items/equipment included in the class. This information isn't displayed with the class info yet though. The item data isn't actually loaded until after character creation, so all it has is a list of item names to look for. As such, anything that doesn't have a description in the items file won't show up on the character after the game starts.
Item names should, for this reason and several others, be unique. To help with that I've made a slight change to how they work. The item names work find as they are, but if you want two items that appear to have the same name in game, you can use the '|' symbol, and some text afterwards, to distinguish them. I.E. Two items named "Potion|Minor" and "Potion|Major" would both appear as simply "Potion" in the game, but could have different effects, and be referenced separately in RAW files.
I have a few more additions I want to make before I make another release though, pertaining to map stuff, then I need to update the RAW editing readme. As far as the map stuff, I don't know that there will be any visual change yet, but it'll be storing data, prior to placing enemies and such, that will track how far off the main path (between the two staircases) each room is. I.E. The rooms you have to go through to get from one stairway to the other will be 0, a room that's connect to one of those rooms, but isn't necessary is 1, connected to that would be 2, and so on. Eventually this'll be used for things like locked doors/keys, boss monsters, treasure, things like that.
I'm leaving for a week at the beach later today, and will be back a week from tomorrow (or possibly the day after). That being said, I'll have internet on occasion, so I may still make a new release while I'm there. I'm bringing my laptop, since there's always some down time at the beach (I.E. high-tide), so I should be able to get the map thing wrapped up pretty quick, maybe add a few more things if ideas strike me, and let you guys mess with it again.