diff --git a/src/do_wear.c b/src/do_wear.c index 186f21ab3..13630e557 100644 --- a/src/do_wear.c +++ b/src/do_wear.c @@ -784,7 +784,31 @@ Amulet_on() gotten set by previously eating one of these amulets */ if (newnap < oldnap || oldnap == 0L) HSleepy = (HSleepy & ~TIMEOUT) | newnap; - } break; + break; + } + case AMULET_OF_FLYING: + /* setworn() has already set extrinisic flying */ + float_vs_flight(); /* block flying if levitating */ + if (Flying) { + boolean already_flying; + + /* to determine whether this flight is new we have to muck + about in the Flying intrinsic (actually extrinsic) */ + EFlying &= ~W_AMUL; + already_flying = !!Flying; + EFlying |= W_AMUL; + + if (!already_flying) { + makeknown(AMULET_OF_FLYING); + g.context.botl = TRUE; /* status: 'Fly' On */ + You("are now in flight."); + } + } + break; + case AMULET_OF_GUARDING: + makeknown(AMULET_OF_GUARDING); + find_ac(); + break; case AMULET_OF_YENDOR: break; } @@ -838,6 +862,26 @@ Amulet_off() if (!ESleepy && !(HSleepy & ~TIMEOUT)) HSleepy &= ~TIMEOUT; /* clear timeout bits */ return; + case AMULET_OF_FLYING: { + boolean was_flying = !!Flying; + + /* remove amulet 'early' to determine whether Flying changes */ + setworn((struct obj *) 0, W_AMUL); + float_vs_flight(); /* probably not needed here */ + if (was_flying && !Flying) { + makeknown(AMULET_OF_FLYING); + g.context.botl = TRUE; /* status: 'Fly' Off */ + You("%s.", (is_pool_or_lava(u.ux, u.uy) + || Is_waterlevel(&u.uz) || Is_airlevel(&u.uz)) + ? "stop flying" + : "land"); + spoteffects(TRUE); + } + break; + } + case AMULET_OF_GUARDING: + find_ac(); + break; case AMULET_OF_YENDOR: break; } @@ -2056,7 +2100,7 @@ struct obj *obj; g.multi_reason = "dressing up"; g.nomovemsg = "You finish your dressing maneuver."; } else { - unmul(""); /* call (*g.aftermv)(), clear it+g.nomovemsg+g.multi_reason */ + unmul(""); /* call aftermv, clear it+nomovemsg+multi_reason */ on_msg(obj); } g.context.takeoff.mask = g.context.takeoff.what = 0L; @@ -2151,6 +2195,8 @@ find_ac() uac -= uleft->spe; if (uright && uright->otyp == RIN_PROTECTION) uac -= uright->spe; + if (uamul && uamul->otyp == AMULET_OF_GUARDING) + uac -= 2; /* fixed amount; main benefit is to MC */ /* armor class from other sources */ if (HProtection & INTRINSIC) diff --git a/src/eat.c b/src/eat.c index f168ad62d..52de1d723 100644 --- a/src/eat.c +++ b/src/eat.c @@ -1819,7 +1819,8 @@ struct obj *otmp; /* not cannibalism, but we use similar criteria for deciding whether to be sickened by this meal */ if (rn2(2) && !CANNIBAL_ALLOWED()) - make_vomiting((long) rn1(g.context.victual.reqtime, 14), FALSE); + make_vomiting((long) rn1(g.context.victual.reqtime, 14), + FALSE); } break; case LEMBAS_WAFER: @@ -2031,10 +2032,13 @@ struct obj *otmp; RIN_INCREASE_DAMAGE); break; case RIN_PROTECTION: + case AMULET_OF_GUARDING: accessory_has_effect(otmp); HProtection |= FROMOUTSIDE; - u.ublessed = bounded_increase(u.ublessed, otmp->spe, - RIN_PROTECTION); + u.ublessed = bounded_increase(u.ublessed, + (typ == RIN_PROTECTION) ? otmp->spe + : 2, /* fixed amount for amulet */ + typ); g.context.botl = 1; break; case RIN_FREE_ACTION: @@ -2078,6 +2082,7 @@ struct obj *otmp; } case RIN_SUSTAIN_ABILITY: case AMULET_OF_LIFE_SAVING: + case AMULET_OF_FLYING: case AMULET_OF_REFLECTION: /* nice try */ /* can't eat Amulet of Yendor or fakes, * and no oc_prop even if you could -3. @@ -2839,7 +2844,9 @@ gethungry() need to check whether both rings are +0 protection or they'd both slip by the "is there another source?" test, but don't do that for both rings or they will both be - treated as supplying "MC" when only one matters */ + treated as supplying "MC" when only one matters; + note: amulet of guarding overrides both +0 rings and + is caught by the (EProtection & ~W_RINGx) == 0L tests */ && (uleft->spe || !objects[uleft->otyp].oc_charged || (uleft->otyp == RIN_PROTECTION diff --git a/src/insight.c b/src/insight.c index 5ceb13c75..a44e04bc6 100644 --- a/src/insight.c +++ b/src/insight.c @@ -1478,6 +1478,8 @@ int final; prot += uleft->spe; if (uright && uright->otyp == RIN_PROTECTION) prot += uright->spe; + if (uamul && uamul->otyp == AMULET_OF_GUARDING) + prot += 2; if (HProtection & INTRINSIC) prot += u.ublessed; prot += u.uspellprot; diff --git a/src/mhitu.c b/src/mhitu.c index 770b8d48c..b9db32145 100644 --- a/src/mhitu.c +++ b/src/mhitu.c @@ -911,6 +911,7 @@ struct monst *mon; long wearmask; int armpro, mc = 0; boolean is_you = (mon == &g.youmonst), + via_amul = FALSE, gotprot = is_you ? (EProtection != 0L) /* high priests have innate protection */ : (mon->data == &mons[PM_HIGH_PRIEST]); @@ -921,6 +922,8 @@ struct monst *mon; armpro = objects[o->otyp].a_can; if (armpro > mc) mc = armpro; + } else if ((o->owornmask & W_AMUL) != 0L) { + via_amul = TRUE; } /* if we've already confirmed Protection, skip additional checks */ if (is_you || gotprot) @@ -935,9 +938,10 @@ struct monst *mon; } if (gotprot) { - /* extrinsic Protection increases mc by 1 */ - if (mc < 3) - mc += 1; + /* extrinsic Protection increases mc by 1; 2 for amulet */ + mc += via_amul ? 2 : 1; + if (mc > 3) + mc = 3; } else if (mc < 1) { /* intrinsic Protection is weaker (play balance; obtaining divine protection is too easy); it confers minimum mc 1 instead of 0 */ diff --git a/src/muse.c b/src/muse.c index 4e3c1eea8..5a84eb27e 100644 --- a/src/muse.c +++ b/src/muse.c @@ -2328,7 +2328,7 @@ struct obj *obj; case AMULET_CLASS: if (typ == AMULET_OF_LIFE_SAVING) return (boolean) !(nonliving(mon->data) || is_vampshifter(mon)); - if (typ == AMULET_OF_REFLECTION) + if (typ == AMULET_OF_REFLECTION || typ == AMULET_OF_GUARDING) return TRUE; break; case TOOL_CLASS: diff --git a/src/objects.c b/src/objects.c index bdef455e4..095f6e42e 100644 --- a/src/objects.c +++ b/src/objects.c @@ -607,15 +607,20 @@ RING("protection from shape changers", "shiny", OBJECT(OBJ(name, desc), \ BITS(0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, P_NONE, IRON), \ power, AMULET_CLASS, prob, 0, 20, 150, 0, 0, 0, 0, 20, HI_METAL) -AMULET("amulet of ESP", "circular", TELEPAT, 175), +AMULET("amulet of ESP", "circular", TELEPAT, 120), AMULET("amulet of life saving", "spherical", LIFESAVED, 75), -AMULET("amulet of strangulation", "oval", STRANGLED, 135), -AMULET("amulet of restful sleep", "triangular", SLEEPY, 135), -AMULET("amulet versus poison", "pyramidal", POISON_RES, 165), -AMULET("amulet of change", "square", 0, 130), -AMULET("amulet of unchanging", "concave", UNCHANGING, 45), +AMULET("amulet of strangulation", "oval", STRANGLED, 115), +AMULET("amulet of restful sleep", "triangular", SLEEPY, 115), +AMULET("amulet versus poison", "pyramidal", POISON_RES, 115), +AMULET("amulet of change", "square", 0, 115), +AMULET("amulet of unchanging", "concave", UNCHANGING, 60), AMULET("amulet of reflection", "hexagonal", REFLECTING, 75), -AMULET("amulet of magical breathing", "octagonal", MAGICAL_BREATHING, 65), +AMULET("amulet of magical breathing", "octagonal", MAGICAL_BREATHING, 75), + /* +2 AC and +2 MC; +2 takes naked hero past 'warded' to 'guarded' */ +AMULET("amulet of guarding", "pentagonal", PROTECTION, 75), + /* cubical: some descriptions are already three dimensional and + parallelogrammatical (real word!) would be way over the top */ +AMULET("amulet of flying", "cubical", FLYING, 60), /* fixed descriptions; description duplication is deliberate; * fake one must come before real one because selection for * description shuffling stops when a non-magic amulet is encountered diff --git a/src/objnam.c b/src/objnam.c index 434e74517..07cf64520 100644 --- a/src/objnam.c +++ b/src/objnam.c @@ -2834,6 +2834,7 @@ static const struct alt_spellings { { "lantern", BRASS_LANTERN }, { "mattock", DWARVISH_MATTOCK }, { "amulet of poison resistance", AMULET_VERSUS_POISON }, + { "amulet of protection", AMULET_OF_GUARDING }, { "potion of sleep", POT_SLEEPING }, { "stone", ROCK }, { "camera", EXPENSIVE_CAMERA }, diff --git a/src/worn.c b/src/worn.c index ad23cc404..231df0961 100644 --- a/src/worn.c +++ b/src/worn.c @@ -441,9 +441,13 @@ register struct monst *mon; long mwflags = mon->misc_worn_check; for (obj = mon->minvent; obj; obj = obj->nobj) { - if (obj->owornmask & mwflags) - base -= ARM_BONUS(obj); - /* since ARM_BONUS is positive, subtracting it increases AC */ + if (obj->owornmask & mwflags) { + if (obj->otyp == AMULET_OF_GUARDING) + base -= 2; /* fixed amount, not impacted by erosion */ + else + base -= ARM_BONUS(obj); + /* since ARM_BONUS is positive, subtracting it increases AC */ + } } return base; } @@ -527,8 +531,8 @@ boolean racialexception; old = which_armor(mon, flag); if (old && old->cursed) return; - if (old && flag == W_AMUL) - return; /* no such thing as better amulets */ + if (old && flag == W_AMUL && old->otyp != AMULET_OF_GUARDING) + return; /* no amulet better than life-saving or reflection */ best = old; for (obj = mon->minvent; obj; obj = obj->nobj) { @@ -536,10 +540,18 @@ boolean racialexception; case W_AMUL: if (obj->oclass != AMULET_CLASS || (obj->otyp != AMULET_OF_LIFE_SAVING - && obj->otyp != AMULET_OF_REFLECTION)) + && obj->otyp != AMULET_OF_REFLECTION + && obj->otyp != AMULET_OF_GUARDING)) continue; - best = obj; - goto outer_break; /* no such thing as better amulets */ + /* for 'best' to be non-Null, it must be an amulet of guarding; + life-saving and reflection don't get here due to early return + and other amulets of guarding can't be any better */ + if (!best || obj->otyp != AMULET_OF_GUARDING) { + best = obj; + if (best->otyp != AMULET_OF_GUARDING) + goto outer_break; /* life-saving or reflection; use it */ + } + continue; /* skip post-switch armor handling */ case W_ARMU: if (!is_shirt(obj)) continue; @@ -593,7 +605,7 @@ boolean racialexception; continue; best = obj; } -outer_break: + outer_break: if (!best || best == old) return; @@ -972,7 +984,7 @@ boolean polyspot; if (mon == u.usteed) goto noride; } else if (mon == u.usteed && !can_ride(mon)) { - noride: + noride: You("can no longer ride %s.", mon_nam(mon)); if (touch_petrifies(u.usteed->data) && !Stone_resistance && rnl(3)) { char buf[BUFSZ]; diff --git a/win/share/objects.txt b/win/share/objects.txt index a03300608..7c9d74cc6 100644 --- a/win/share/objects.txt +++ b/win/share/objects.txt @@ -3618,7 +3618,47 @@ Z = (195, 195, 195) .......KKKAA.... ........AAA..... } -# tile 189 (Amulet of Yendor / cheap plastic imitation of the Amulet of Yendor) +# [TEMPORARY clone of magical breathing] +# tile 189 (pentagonal / amulet of guarding) +{ + ................ + ......LLLLLAA... + .....LAA...LAA.. + ....LAA.....LAA. + ....LAA.....LAA. + ....LAA.....LAA. + ....LAA.....LAA. + .....LAA...LAA.. + ......LAA.LAA... + ......ACCCAA.... + ......CKKKKAA... + .....CKKKKKKA... + .....CKKKKKKA... + ......KKKKKAA... + .......KKKAA.... + ........AAA..... +} +# [TEMPORARY clone of magical breathing] +# tile 190 (cubical / amulet of flying) +{ + ................ + ......LLLLLAA... + .....LAA...LAA.. + ....LAA.....LAA. + ....LAA.....LAA. + ....LAA.....LAA. + ....LAA.....LAA. + .....LAA...LAA.. + ......LAA.LAA... + ......ACCCAA.... + ......CKKKKAA... + .....CKKKKKKA... + .....CKKKKKKA... + ......KKKKKAA... + .......KKKAA.... + ........AAA..... +} +# tile 191 (Amulet of Yendor / cheap plastic imitation of the Amulet of Yendor) { ................ ......HHHHHAA... @@ -3637,7 +3677,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 190 (Amulet of Yendor / Amulet of Yendor) +# tile 192 (Amulet of Yendor / Amulet of Yendor) { ................ ......HHHHHAA... @@ -3656,7 +3696,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 191 (large box) +# tile 193 (large box) { ................ ................ @@ -3675,7 +3715,7 @@ Z = (195, 195, 195) CKKKKKKKKKKJAA.. .AAAAAAAAAAAA... } -# tile 192 (chest) +# tile 194 (chest) { ................ ................ @@ -3694,7 +3734,7 @@ Z = (195, 195, 195) CKKKKKKKKKKJAA.. .AAAAAAAAAAAA... } -# tile 193 (ice box) +# tile 195 (ice box) { ................ ................ @@ -3713,7 +3753,7 @@ Z = (195, 195, 195) NBBBBBBBBBBPAA.. .AAAAAAAAAAAA... } -# tile 194 (bag / sack) +# tile 196 (bag / sack) { ................ ................ @@ -3732,7 +3772,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 195 (bag / oilskin sack) +# tile 197 (bag / oilskin sack) { ................ ................ @@ -3751,7 +3791,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 196 (bag / bag of holding) +# tile 198 (bag / bag of holding) { ................ ................ @@ -3770,7 +3810,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 197 (bag / bag of tricks) +# tile 199 (bag / bag of tricks) { ................ ................ @@ -3789,7 +3829,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 198 (key / skeleton key) +# tile 200 (key / skeleton key) { ................ ................ @@ -3808,7 +3848,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 199 (lock pick) +# tile 201 (lock pick) { ................ ................ @@ -3827,7 +3867,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 200 (credit card) +# tile 202 (credit card) { ................ ................ @@ -3846,7 +3886,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 201 (candle / tallow candle) +# tile 203 (candle / tallow candle) { ................ ................ @@ -3865,7 +3905,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 202 (candle / wax candle) +# tile 204 (candle / wax candle) { ................ ................ @@ -3884,7 +3924,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 203 (brass lantern) +# tile 205 (brass lantern) { ................ ................ @@ -3903,7 +3943,7 @@ Z = (195, 195, 195) .....AAAAAAA.... ................ } -# tile 204 (lamp / oil lamp) +# tile 206 (lamp / oil lamp) { ................ ................ @@ -3922,7 +3962,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 205 (lamp / magic lamp) +# tile 207 (lamp / magic lamp) { ................ ................ @@ -3941,7 +3981,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 206 (expensive camera) +# tile 208 (expensive camera) { ................ ................ @@ -3960,7 +4000,7 @@ Z = (195, 195, 195) ...PPPPPPPPPPPP. ................ } -# tile 207 (looking glass / mirror) +# tile 209 (looking glass / mirror) { ................ ................ @@ -3979,7 +4019,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 208 (glass orb / crystal ball) +# tile 210 (glass orb / crystal ball) { ................ ................ @@ -3998,7 +4038,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 209 (lenses) +# tile 211 (lenses) { ................ ................ @@ -4017,7 +4057,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 210 (blindfold) +# tile 212 (blindfold) { ................ ................ @@ -4036,7 +4076,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 211 (towel) +# tile 213 (towel) { ................ ................ @@ -4055,7 +4095,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 212 (saddle) +# tile 214 (saddle) { ................ ................ @@ -4074,7 +4114,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 213 (leash) +# tile 215 (leash) { ................ ................ @@ -4093,7 +4133,7 @@ Z = (195, 195, 195) .....AAAA....... ................ } -# tile 214 (stethoscope) +# tile 216 (stethoscope) { ................ ................ @@ -4112,7 +4152,7 @@ Z = (195, 195, 195) ........AAA..... ................ } -# tile 215 (tinning kit) +# tile 217 (tinning kit) { ................ ................ @@ -4131,7 +4171,7 @@ Z = (195, 195, 195) ......AAA....... ................ } -# tile 216 (tin opener) +# tile 218 (tin opener) { ................ ................ @@ -4150,7 +4190,7 @@ Z = (195, 195, 195) ........AA...... ................ } -# tile 217 (can of grease) +# tile 219 (can of grease) { ................ ................ @@ -4169,7 +4209,7 @@ Z = (195, 195, 195) .......AAAA..... ................ } -# tile 218 (figurine) +# tile 220 (figurine) { ................ ................ @@ -4188,7 +4228,7 @@ Z = (195, 195, 195) .....JJJJJAA.... ................ } -# tile 219 (magic marker) +# tile 221 (magic marker) { ................ ................ @@ -4207,7 +4247,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 220 (land mine) +# tile 222 (land mine) { ................ ................ @@ -4226,7 +4266,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 221 (beartrap) +# tile 223 (beartrap) { ................ ................ @@ -4245,7 +4285,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 222 (whistle / tin whistle) +# tile 224 (whistle / tin whistle) { ................ ................ @@ -4264,7 +4304,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 223 (whistle / magic whistle) +# tile 225 (whistle / magic whistle) { ................ ................ @@ -4283,7 +4323,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 224 (flute / wooden flute) +# tile 226 (flute / wooden flute) { ................ ................ @@ -4302,7 +4342,7 @@ Z = (195, 195, 195) ..A............. ................ } -# tile 225 (flute / magic flute) +# tile 227 (flute / magic flute) { ................ ................ @@ -4321,7 +4361,7 @@ Z = (195, 195, 195) ..A............. ................ } -# tile 226 (horn / tooled horn) +# tile 228 (horn / tooled horn) { ................ ................ @@ -4340,7 +4380,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 227 (horn / frost horn) +# tile 229 (horn / frost horn) { ................ ................ @@ -4359,7 +4399,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 228 (horn / fire horn) +# tile 230 (horn / fire horn) { ................ ................ @@ -4378,7 +4418,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 229 (horn / horn of plenty) +# tile 231 (horn / horn of plenty) { ................ ................ @@ -4397,7 +4437,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 230 (harp / wooden harp) +# tile 232 (harp / wooden harp) { ................ ................ @@ -4416,7 +4456,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 231 (harp / magic harp) +# tile 233 (harp / magic harp) { ................ ................ @@ -4435,7 +4475,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 232 (bell) +# tile 234 (bell) { ................ .......KA....... @@ -4454,7 +4494,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 233 (bugle) +# tile 235 (bugle) { ................ ................ @@ -4473,7 +4513,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 234 (drum / leather drum) +# tile 236 (drum / leather drum) { ................ ................ @@ -4492,7 +4532,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 235 (drum / drum of earthquake) +# tile 237 (drum / drum of earthquake) { ................ ................ @@ -4511,7 +4551,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 236 (pick-axe) +# tile 238 (pick-axe) { ................ ................ @@ -4530,7 +4570,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 237 (grappling hook) +# tile 239 (grappling hook) { .............N.. ..............P. @@ -4549,7 +4589,7 @@ Z = (195, 195, 195) ..OOA..OOOA..... ....OOOAA....... } -# tile 238 (unicorn horn) +# tile 240 (unicorn horn) { ................ ................ @@ -4568,7 +4608,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 239 (candelabrum / Candelabrum of Invocation) +# tile 241 (candelabrum / Candelabrum of Invocation) { .......N........ .......D........ @@ -4587,7 +4627,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 240 (silver bell / Bell of Opening) +# tile 242 (silver bell / Bell of Opening) { ................ .......OA....... @@ -4606,7 +4646,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 241 (tripe ration) +# tile 243 (tripe ration) { ................ ................ @@ -4625,7 +4665,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 242 (corpse) +# tile 244 (corpse) { ................ .....D.DPLN..... @@ -4644,7 +4684,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 243 (egg) +# tile 245 (egg) { ................ ................ @@ -4663,7 +4703,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 244 (meatball) +# tile 246 (meatball) { ................ ................ @@ -4682,7 +4722,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 245 (meat stick) +# tile 247 (meat stick) { ................ ................ @@ -4701,7 +4741,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 246 (huge chunk of meat) +# tile 248 (huge chunk of meat) { ................ ................ @@ -4720,7 +4760,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 247 (meat ring) +# tile 249 (meat ring) { ................ ................ @@ -4739,7 +4779,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 248 (glob of gray ooze) +# tile 250 (glob of gray ooze) { ................ ................ @@ -4758,7 +4798,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 249 (glob of brown pudding) +# tile 251 (glob of brown pudding) { ................ ................ @@ -4777,7 +4817,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 250 (glob of green slime) +# tile 252 (glob of green slime) { ................ ................ @@ -4796,7 +4836,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 251 (glob of black pudding) +# tile 253 (glob of black pudding) { ................ ................ @@ -4815,7 +4855,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 252 (kelp frond) +# tile 254 (kelp frond) { ....FA.......... ....FFA......... @@ -4834,7 +4874,7 @@ Z = (195, 195, 195) .....FFFFA...... ......FFFFA..... } -# tile 253 (eucalyptus leaf) +# tile 255 (eucalyptus leaf) { ................ ................ @@ -4853,7 +4893,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 254 (apple) +# tile 256 (apple) { ................ ................ @@ -4872,7 +4912,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 255 (orange) +# tile 257 (orange) { ................ ................ @@ -4891,7 +4931,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 256 (pear) +# tile 258 (pear) { ................ ................ @@ -4910,7 +4950,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 257 (melon) +# tile 259 (melon) { ................ ................ @@ -4929,7 +4969,7 @@ Z = (195, 195, 195) ......AAA....... ................ } -# tile 258 (banana) +# tile 260 (banana) { ................ ................ @@ -4948,7 +4988,7 @@ Z = (195, 195, 195) .....AAAAA...... ................ } -# tile 259 (carrot) +# tile 261 (carrot) { ................ ..........F..F.. @@ -4967,7 +5007,7 @@ Z = (195, 195, 195) ...A............ ................ } -# tile 260 (sprig of wolfsbane) +# tile 262 (sprig of wolfsbane) { ................ ................ @@ -4986,7 +5026,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 261 (clove of garlic) +# tile 263 (clove of garlic) { ................ ................ @@ -5005,7 +5045,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 262 (slime mold) +# tile 264 (slime mold) { ................ ................ @@ -5024,7 +5064,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 263 (lump of royal jelly) +# tile 265 (lump of royal jelly) { ................ ................ @@ -5043,7 +5083,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 264 (cream pie) +# tile 266 (cream pie) { ................ ................ @@ -5062,7 +5102,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 265 (candy bar) +# tile 267 (candy bar) { ................ ................ @@ -5081,7 +5121,7 @@ Z = (195, 195, 195) ....A........... ................ } -# tile 266 (fortune cookie) +# tile 268 (fortune cookie) { ................ ................ @@ -5100,7 +5140,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 267 (pancake) +# tile 269 (pancake) { ................ ................ @@ -5119,7 +5159,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 268 (lembas wafer) +# tile 270 (lembas wafer) { ................ ................ @@ -5138,7 +5178,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 269 (cram ration) +# tile 271 (cram ration) { ................ ...JKA.......... @@ -5157,7 +5197,7 @@ Z = (195, 195, 195) .....AAAAAA..... ................ } -# tile 270 (food ration) +# tile 272 (food ration) { ...JJA.......... ...BPA.......... @@ -5176,7 +5216,7 @@ Z = (195, 195, 195) ....KKKKKKKKKA.. .....AAAAAAAA... } -# tile 271 (K-ration) +# tile 273 (K-ration) { ................ ................ @@ -5195,7 +5235,7 @@ Z = (195, 195, 195) ....KKKKKKKKKA.. .....AAAAAAAA... } -# tile 272 (C-ration) +# tile 274 (C-ration) { ................ ................ @@ -5214,7 +5254,7 @@ Z = (195, 195, 195) ....KKKKKKKKKA.. .....AAAAAAAA... } -# tile 273 (tin) +# tile 275 (tin) { ................ ................ @@ -5233,7 +5273,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 274 (ruby / gain ability) +# tile 276 (ruby / gain ability) { ................ ................ @@ -5252,7 +5292,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 275 (pink / restore ability) +# tile 277 (pink / restore ability) { ................ ................ @@ -5271,7 +5311,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 276 (orange / confusion) +# tile 278 (orange / confusion) { ................ ................ @@ -5290,7 +5330,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 277 (yellow / blindness) +# tile 279 (yellow / blindness) { ................ ................ @@ -5309,7 +5349,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 278 (emerald / paralysis) +# tile 280 (emerald / paralysis) { ................ ................ @@ -5328,7 +5368,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 279 (dark green / speed) +# tile 281 (dark green / speed) { ................ ................ @@ -5347,7 +5387,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 280 (cyan / levitation) +# tile 282 (cyan / levitation) { ................ ................ @@ -5366,7 +5406,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 281 (sky blue / hallucination) +# tile 283 (sky blue / hallucination) { ................ ................ @@ -5385,7 +5425,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 282 (brilliant blue / invisibility) +# tile 284 (brilliant blue / invisibility) { ................ ................ @@ -5404,7 +5444,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 283 (magenta / see invisible) +# tile 285 (magenta / see invisible) { ................ ................ @@ -5423,7 +5463,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 284 (purple-red / healing) +# tile 286 (purple-red / healing) { ................ ................ @@ -5442,7 +5482,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 285 (puce / extra healing) +# tile 287 (puce / extra healing) { ................ ................ @@ -5461,7 +5501,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 286 (milky / gain level) +# tile 288 (milky / gain level) { ................ ................ @@ -5480,7 +5520,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 287 (swirly / enlightenment) +# tile 289 (swirly / enlightenment) { ................ ................ @@ -5499,7 +5539,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 288 (bubbly / monster detection) +# tile 290 (bubbly / monster detection) { ................ ................ @@ -5518,7 +5558,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 289 (smoky / object detection) +# tile 291 (smoky / object detection) { ................ ................ @@ -5537,7 +5577,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 290 (cloudy / gain energy) +# tile 292 (cloudy / gain energy) { ................ ................ @@ -5556,7 +5596,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 291 (effervescent / sleeping) +# tile 293 (effervescent / sleeping) { ................ ................ @@ -5575,7 +5615,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 292 (black / full healing) +# tile 294 (black / full healing) { ................ ................ @@ -5594,7 +5634,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 293 (golden / polymorph) +# tile 295 (golden / polymorph) { ................ ................ @@ -5613,7 +5653,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 294 (brown / booze) +# tile 296 (brown / booze) { ................ ................ @@ -5632,7 +5672,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 295 (fizzy / sickness) +# tile 297 (fizzy / sickness) { ................ ................ @@ -5651,7 +5691,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 296 (dark / fruit juice) +# tile 298 (dark / fruit juice) { ................ ................ @@ -5670,7 +5710,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 297 (white / acid) +# tile 299 (white / acid) { ................ ................ @@ -5689,7 +5729,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 298 (murky / oil) +# tile 300 (murky / oil) { ................ ................ @@ -5708,7 +5748,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 299 (clear / water) +# tile 301 (clear / water) { ................ ................ @@ -5727,7 +5767,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 300 (ZELGO MER / enchant armor) +# tile 302 (ZELGO MER / enchant armor) { ................ ................ @@ -5746,7 +5786,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 301 (JUYED AWK YACC / destroy armor) +# tile 303 (JUYED AWK YACC / destroy armor) { ................ ................ @@ -5765,7 +5805,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 302 (NR 9 / confuse monster) +# tile 304 (NR 9 / confuse monster) { ................ ................ @@ -5784,7 +5824,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 303 (XIXAXA XOXAXA XUXAXA / scare monster) +# tile 305 (XIXAXA XOXAXA XUXAXA / scare monster) { ................ ................ @@ -5803,7 +5843,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 304 (PRATYAVAYAH / remove curse) +# tile 306 (PRATYAVAYAH / remove curse) { ................ ................ @@ -5822,7 +5862,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 305 (DAIYEN FOOELS / enchant weapon) +# tile 307 (DAIYEN FOOELS / enchant weapon) { ................ ................ @@ -5841,7 +5881,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 306 (LEP GEX VEN ZEA / create monster) +# tile 308 (LEP GEX VEN ZEA / create monster) { ................ ................ @@ -5860,7 +5900,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 307 (PRIRUTSENIE / taming) +# tile 309 (PRIRUTSENIE / taming) { ................ ................ @@ -5879,7 +5919,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 308 (ELBIB YLOH / genocide) +# tile 310 (ELBIB YLOH / genocide) { ................ ................ @@ -5898,7 +5938,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 309 (VERR YED HORRE / light) +# tile 311 (VERR YED HORRE / light) { ................ ................ @@ -5917,7 +5957,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 310 (VENZAR BORGAVVE / teleportation) +# tile 312 (VENZAR BORGAVVE / teleportation) { ................ ................ @@ -5936,7 +5976,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 311 (THARR / gold detection) +# tile 313 (THARR / gold detection) { ................ ................ @@ -5955,7 +5995,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 312 (YUM YUM / food detection) +# tile 314 (YUM YUM / food detection) { ................ ................ @@ -5974,7 +6014,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 313 (KERNOD WEL / identify) +# tile 315 (KERNOD WEL / identify) { ................ ................ @@ -5993,7 +6033,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 314 (ELAM EBOW / magic mapping) +# tile 316 (ELAM EBOW / magic mapping) { ................ ................ @@ -6012,7 +6052,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 315 (DUAM XNAHT / amnesia) +# tile 317 (DUAM XNAHT / amnesia) { ................ ................ @@ -6031,7 +6071,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 316 (ANDOVA BEGARIN / fire) +# tile 318 (ANDOVA BEGARIN / fire) { ................ ................ @@ -6050,7 +6090,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 317 (KIRJE / earth) +# tile 319 (KIRJE / earth) { ................ ................ @@ -6069,7 +6109,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 318 (VE FORBRYDERNE / punishment) +# tile 320 (VE FORBRYDERNE / punishment) { ................ ................ @@ -6088,7 +6128,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 319 (HACKEM MUCHE / charging) +# tile 321 (HACKEM MUCHE / charging) { ................ ................ @@ -6107,7 +6147,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 320 (VELOX NEB / stinking cloud) +# tile 322 (VELOX NEB / stinking cloud) { ................ ................ @@ -6126,7 +6166,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 321 (FOOBIE BLETCH) +# tile 323 (FOOBIE BLETCH) { ................ ................ @@ -6145,7 +6185,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 322 (TEMOV) +# tile 324 (TEMOV) { ................ ................ @@ -6164,7 +6204,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 323 (GARVEN DEH) +# tile 325 (GARVEN DEH) { ................ ................ @@ -6183,7 +6223,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 324 (READ ME) +# tile 326 (READ ME) { ................ ................ @@ -6202,7 +6242,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 325 (ETAOIN SHRDLU) +# tile 327 (ETAOIN SHRDLU) { ................ ................ @@ -6221,7 +6261,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 326 (LOREM IPSUM) +# tile 328 (LOREM IPSUM) { ................ ................ @@ -6240,7 +6280,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 327 (FNORD) +# tile 329 (FNORD) { ................ ................ @@ -6259,7 +6299,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 328 (KO BATE) +# tile 330 (KO BATE) { ................ ................ @@ -6278,7 +6318,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 329 (ABRA KA DABRA) +# tile 331 (ABRA KA DABRA) { ................ ................ @@ -6297,7 +6337,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 330 (ASHPD SODALG) +# tile 332 (ASHPD SODALG) { ................ ................ @@ -6316,7 +6356,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 331 (ZLORFIK) +# tile 333 (ZLORFIK) { ................ ................ @@ -6335,7 +6375,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 332 (GNIK SISI VLE) +# tile 334 (GNIK SISI VLE) { ................ ................ @@ -6354,7 +6394,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 333 (HAPAX LEGOMENON) +# tile 335 (HAPAX LEGOMENON) { ................ ................ @@ -6373,7 +6413,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 334 (EIRIS SAZUN IDISI) +# tile 336 (EIRIS SAZUN IDISI) { ................ ................ @@ -6392,7 +6432,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 335 (PHOL ENDE WODAN) +# tile 337 (PHOL ENDE WODAN) { ................ ................ @@ -6411,7 +6451,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 336 (GHOTI) +# tile 338 (GHOTI) { ................ ................ @@ -6430,7 +6470,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 337 (MAPIRO MAHAMA DIROMAT) +# tile 339 (MAPIRO MAHAMA DIROMAT) { ................ ................ @@ -6449,7 +6489,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 338 (VAS CORP BET MANI) +# tile 340 (VAS CORP BET MANI) { ................ ................ @@ -6468,7 +6508,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 339 (XOR OTA) +# tile 341 (XOR OTA) { ................ ................ @@ -6487,7 +6527,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 340 (STRC PRST SKRZ KRK) +# tile 342 (STRC PRST SKRZ KRK) { ................ ................ @@ -6506,7 +6546,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 341 (stamped / mail) +# tile 343 (stamped / mail) { ................ ................ @@ -6525,7 +6565,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 342 (unlabeled / blank paper) +# tile 344 (unlabeled / blank paper) { ................ ................ @@ -6544,7 +6584,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 343 (parchment / dig) +# tile 345 (parchment / dig) { ................ ................ @@ -6563,7 +6603,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 344 (vellum / magic missile) +# tile 346 (vellum / magic missile) { ................ ................ @@ -6582,7 +6622,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 345 (ragged / fireball) +# tile 347 (ragged / fireball) { ................ ................ @@ -6601,7 +6641,7 @@ Z = (195, 195, 195) ......OOJJAA.... ................ } -# tile 346 (dog eared / cone of cold) +# tile 348 (dog eared / cone of cold) { ................ ................ @@ -6620,7 +6660,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 347 (mottled / sleep) +# tile 349 (mottled / sleep) { ................ ................ @@ -6639,7 +6679,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 348 (stained / finger of death) +# tile 350 (stained / finger of death) { ................ ................ @@ -6658,7 +6698,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 349 (cloth / light) +# tile 351 (cloth / light) { ................ ................ @@ -6677,7 +6717,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 350 (leathery / detect monsters) +# tile 352 (leathery / detect monsters) { ................ ................ @@ -6696,7 +6736,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 351 (white / healing) +# tile 353 (white / healing) { ................ ................ @@ -6715,7 +6755,7 @@ Z = (195, 195, 195) .......PNNAA.... ................ } -# tile 352 (pink / knock) +# tile 354 (pink / knock) { ................ ................ @@ -6734,7 +6774,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 353 (red / force bolt) +# tile 355 (red / force bolt) { ................ ................ @@ -6753,7 +6793,7 @@ Z = (195, 195, 195) .......DDDAA.... ................ } -# tile 354 (orange / confuse monster) +# tile 356 (orange / confuse monster) { ................ ................ @@ -6772,7 +6812,7 @@ Z = (195, 195, 195) .......CCCAA.... ................ } -# tile 355 (yellow / cure blindness) +# tile 357 (yellow / cure blindness) { ................ ................ @@ -6791,7 +6831,7 @@ Z = (195, 195, 195) .......HHHAA.... ................ } -# tile 356 (velvet / drain life) +# tile 358 (velvet / drain life) { ................ ................ @@ -6810,7 +6850,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 357 (light green / slow monster) +# tile 359 (light green / slow monster) { ................ ................ @@ -6829,7 +6869,7 @@ Z = (195, 195, 195) .......GGGAA.... ................ } -# tile 358 (dark green / wizard lock) +# tile 360 (dark green / wizard lock) { ................ ................ @@ -6848,7 +6888,7 @@ Z = (195, 195, 195) .......FFFAA.... ................ } -# tile 359 (turquoise / create monster) +# tile 361 (turquoise / create monster) { ................ ................ @@ -6867,7 +6907,7 @@ Z = (195, 195, 195) .......FBBAA.... ................ } -# tile 360 (cyan / detect food) +# tile 362 (cyan / detect food) { ................ ................ @@ -6886,7 +6926,7 @@ Z = (195, 195, 195) .......BBBAA.... ................ } -# tile 361 (light blue / cause fear) +# tile 363 (light blue / cause fear) { ................ ................ @@ -6905,7 +6945,7 @@ Z = (195, 195, 195) .......BBBAA.... ................ } -# tile 362 (dark blue / clairvoyance) +# tile 364 (dark blue / clairvoyance) { ................ ................ @@ -6924,7 +6964,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 363 (indigo / cure sickness) +# tile 365 (indigo / cure sickness) { ................ ................ @@ -6943,7 +6983,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 364 (magenta / charm monster) +# tile 366 (magenta / charm monster) { ................ ................ @@ -6962,7 +7002,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 365 (purple / haste self) +# tile 367 (purple / haste self) { ................ ................ @@ -6981,7 +7021,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 366 (violet / detect unseen) +# tile 368 (violet / detect unseen) { ................ ................ @@ -7000,7 +7040,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 367 (tan / levitation) +# tile 369 (tan / levitation) { ................ ................ @@ -7019,7 +7059,7 @@ Z = (195, 195, 195) .......KKKAA.... ................ } -# tile 368 (plaid / extra healing) +# tile 370 (plaid / extra healing) { ................ ................ @@ -7038,7 +7078,7 @@ Z = (195, 195, 195) .......EFDAA.... ................ } -# tile 369 (light brown / restore ability) +# tile 371 (light brown / restore ability) { ................ ................ @@ -7057,7 +7097,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 370 (dark brown / invisibility) +# tile 372 (dark brown / invisibility) { ................ ................ @@ -7076,7 +7116,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 371 (gray / detect treasure) +# tile 373 (gray / detect treasure) { ................ ................ @@ -7095,7 +7135,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 372 (wrinkled / remove curse) +# tile 374 (wrinkled / remove curse) { ................ ................ @@ -7114,7 +7154,7 @@ Z = (195, 195, 195) ......JJKKAA.... ................ } -# tile 373 (dusty / magic mapping) +# tile 375 (dusty / magic mapping) { ................ ................ @@ -7133,7 +7173,7 @@ Z = (195, 195, 195) .KAKA..JJJAA.... ................ } -# tile 374 (bronze / identify) +# tile 376 (bronze / identify) { ................ ................ @@ -7152,7 +7192,7 @@ Z = (195, 195, 195) .......CCCAA.... ................ } -# tile 375 (copper / turn undead) +# tile 377 (copper / turn undead) { ................ ................ @@ -7171,7 +7211,7 @@ Z = (195, 195, 195) .......JCJAA.... ................ } -# tile 376 (silver / polymorph) +# tile 378 (silver / polymorph) { ................ ................ @@ -7190,7 +7230,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 377 (gold / teleport away) +# tile 379 (gold / teleport away) { ................ ................ @@ -7209,7 +7249,7 @@ Z = (195, 195, 195) .......HHHAA.... ................ } -# tile 378 (glittering / create familiar) +# tile 380 (glittering / create familiar) { ................ ................ @@ -7228,7 +7268,7 @@ Z = (195, 195, 195) .......PPPAN.... .......N........ } -# tile 379 (shining / cancellation) +# tile 381 (shining / cancellation) { ....N........... .......N........ @@ -7247,7 +7287,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 380 (dull / protection) +# tile 382 (dull / protection) { ................ ................ @@ -7266,7 +7306,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 381 (thin / jumping) +# tile 383 (thin / jumping) { ................ ................ @@ -7285,7 +7325,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 382 (thick / stone to flesh) +# tile 384 (thick / stone to flesh) { ................ ................ @@ -7304,7 +7344,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 383 (plain / blank paper) +# tile 385 (plain / blank paper) { ................ ................ @@ -7323,7 +7363,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 384 (paperback / novel) +# tile 386 (paperback / novel) { ................ ................ @@ -7342,7 +7382,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 385 (papyrus / Book of the Dead) +# tile 387 (papyrus / Book of the Dead) { ................ ................ @@ -7361,7 +7401,7 @@ Z = (195, 195, 195) .......AAA...... ................ } -# tile 386 (glass / light) +# tile 388 (glass / light) { ................ ................ @@ -7380,7 +7420,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 387 (balsa / secret door detection) +# tile 389 (balsa / secret door detection) { ................ ................ @@ -7399,7 +7439,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 388 (crystal / enlightenment) +# tile 390 (crystal / enlightenment) { ................ ................ @@ -7418,7 +7458,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 389 (maple / create monster) +# tile 391 (maple / create monster) { ................ ................ @@ -7437,7 +7477,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 390 (pine / wishing) +# tile 392 (pine / wishing) { ................ ................ @@ -7456,7 +7496,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 391 (oak / nothing) +# tile 393 (oak / nothing) { ................ ................ @@ -7475,7 +7515,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 392 (ebony / striking) +# tile 394 (ebony / striking) { ................ ................ @@ -7494,7 +7534,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 393 (marble / make invisible) +# tile 395 (marble / make invisible) { ................ ................ @@ -7513,7 +7553,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 394 (tin / slow monster) +# tile 396 (tin / slow monster) { ................ ................ @@ -7532,7 +7572,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 395 (brass / speed monster) +# tile 397 (brass / speed monster) { ................ ................ @@ -7551,7 +7591,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 396 (copper / undead turning) +# tile 398 (copper / undead turning) { ................ ................ @@ -7570,7 +7610,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 397 (silver / polymorph) +# tile 399 (silver / polymorph) { ................ ................ @@ -7589,7 +7629,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 398 (platinum / cancellation) +# tile 400 (platinum / cancellation) { ................ ................ @@ -7608,7 +7648,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 399 (iridium / teleportation) +# tile 401 (iridium / teleportation) { ................ ................ @@ -7627,7 +7667,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 400 (zinc / opening) +# tile 402 (zinc / opening) { ................ ................ @@ -7646,7 +7686,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 401 (aluminum / locking) +# tile 403 (aluminum / locking) { ................ ................ @@ -7665,7 +7705,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 402 (uranium / probing) +# tile 404 (uranium / probing) { ................ ................ @@ -7684,7 +7724,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 403 (iron / digging) +# tile 405 (iron / digging) { ................ ................ @@ -7703,7 +7743,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 404 (steel / magic missile) +# tile 406 (steel / magic missile) { ................ ................ @@ -7722,7 +7762,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 405 (hexagonal / fire) +# tile 407 (hexagonal / fire) { ................ ................ @@ -7741,7 +7781,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 406 (short / cold) +# tile 408 (short / cold) { ................ ................ @@ -7760,7 +7800,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 407 (runed / sleep) +# tile 409 (runed / sleep) { ................ ................ @@ -7779,7 +7819,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 408 (long / death) +# tile 410 (long / death) { ................ .............NO. @@ -7798,7 +7838,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 409 (curved / lightning) +# tile 411 (curved / lightning) { ................ .......NO....... @@ -7817,7 +7857,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 410 (forked) +# tile 412 (forked) { ................ ................ @@ -7836,7 +7876,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 411 (spiked) +# tile 413 (spiked) { ................ ................ @@ -7855,7 +7895,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 412 (jeweled) +# tile 414 (jeweled) { ................ ................ @@ -7874,7 +7914,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 413 (gold piece) +# tile 415 (gold piece) { ................ ................ @@ -7893,7 +7933,7 @@ Z = (195, 195, 195) .........HA..... ...........HA... } -# tile 414 (white / dilithium crystal) +# tile 416 (white / dilithium crystal) { ................ ................ @@ -7912,7 +7952,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 415 (white / diamond) +# tile 417 (white / diamond) { ................ ................ @@ -7931,7 +7971,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 416 (red / ruby) +# tile 418 (red / ruby) { ................ ................ @@ -7950,7 +7990,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 417 (orange / jacinth) +# tile 419 (orange / jacinth) { ................ ................ @@ -7969,7 +8009,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 418 (blue / sapphire) +# tile 420 (blue / sapphire) { ................ ................ @@ -7988,7 +8028,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 419 (black / black opal) +# tile 421 (black / black opal) { ................ ................ @@ -8007,7 +8047,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 420 (green / emerald) +# tile 422 (green / emerald) { ................ ................ @@ -8026,7 +8066,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 421 (green / turquoise) +# tile 423 (green / turquoise) { ................ ................ @@ -8045,7 +8085,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 422 (yellow / citrine) +# tile 424 (yellow / citrine) { ................ ................ @@ -8064,7 +8104,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 423 (green / aquamarine) +# tile 425 (green / aquamarine) { ................ ................ @@ -8083,7 +8123,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 424 (yellowish brown / amber) +# tile 426 (yellowish brown / amber) { ................ ................ @@ -8102,7 +8142,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 425 (yellowish brown / topaz) +# tile 427 (yellowish brown / topaz) { ................ ................ @@ -8121,7 +8161,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 426 (black / jet) +# tile 428 (black / jet) { ................ ................ @@ -8140,7 +8180,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 427 (white / opal) +# tile 429 (white / opal) { ................ ................ @@ -8159,7 +8199,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 428 (yellow / chrysoberyl) +# tile 430 (yellow / chrysoberyl) { ................ ................ @@ -8178,7 +8218,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 429 (red / garnet) +# tile 431 (red / garnet) { ................ ................ @@ -8197,7 +8237,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 430 (violet / amethyst) +# tile 432 (violet / amethyst) { ................ ................ @@ -8216,7 +8256,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 431 (red / jasper) +# tile 433 (red / jasper) { ................ ................ @@ -8235,7 +8275,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 432 (violet / fluorite) +# tile 434 (violet / fluorite) { ................ ................ @@ -8254,7 +8294,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 433 (black / obsidian) +# tile 435 (black / obsidian) { ................ ................ @@ -8273,7 +8313,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 434 (orange / agate) +# tile 436 (orange / agate) { ................ ................ @@ -8292,7 +8332,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 435 (green / jade) +# tile 437 (green / jade) { ................ ................ @@ -8311,7 +8351,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 436 (white / worthless piece of white glass) +# tile 438 (white / worthless piece of white glass) { ................ ................ @@ -8330,7 +8370,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 437 (blue / worthless piece of blue glass) +# tile 439 (blue / worthless piece of blue glass) { ................ ................ @@ -8349,7 +8389,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 438 (red / worthless piece of red glass) +# tile 440 (red / worthless piece of red glass) { ................ ................ @@ -8368,7 +8408,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 439 (yellowish brown / worthless piece of yellowish brown glass) +# tile 441 (yellowish brown / worthless piece of yellowish brown glass) { ................ ................ @@ -8387,7 +8427,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 440 (orange / worthless piece of orange glass) +# tile 442 (orange / worthless piece of orange glass) { ................ ................ @@ -8406,7 +8446,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 441 (yellow / worthless piece of yellow glass) +# tile 443 (yellow / worthless piece of yellow glass) { ................ ................ @@ -8425,7 +8465,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 442 (black / worthless piece of black glass) +# tile 444 (black / worthless piece of black glass) { ................ ................ @@ -8444,7 +8484,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 443 (green / worthless piece of green glass) +# tile 445 (green / worthless piece of green glass) { ................ ................ @@ -8463,7 +8503,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 444 (violet / worthless piece of violet glass) +# tile 446 (violet / worthless piece of violet glass) { ................ ................ @@ -8482,7 +8522,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 445 (gray / luckstone) +# tile 447 (gray / luckstone) { ................ ................ @@ -8501,7 +8541,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 446 (gray / loadstone) +# tile 448 (gray / loadstone) { ................ ................ @@ -8520,7 +8560,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 447 (gray / touchstone) +# tile 449 (gray / touchstone) { ................ ................ @@ -8539,7 +8579,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 448 (gray / flint) +# tile 450 (gray / flint) { ................ ................ @@ -8558,7 +8598,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 449 (rock) +# tile 451 (rock) { ................ ................ @@ -8577,7 +8617,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 450 (boulder) +# tile 452 (boulder) { ................ ................ @@ -8596,7 +8636,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 451 (statue) +# tile 453 (statue) { ................ ........JJ...... @@ -8615,7 +8655,7 @@ Z = (195, 195, 195) .....JJJJJJAA... ................ } -# tile 452 (heavy iron ball) +# tile 454 (heavy iron ball) { ................ ................ @@ -8634,7 +8674,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 453 (iron chain) +# tile 455 (iron chain) { ................ ................ @@ -8653,7 +8693,7 @@ Z = (195, 195, 195) ...........PP.PA ............AA.. } -# tile 454 (splash of venom / blinding venom) +# tile 456 (splash of venom / blinding venom) { ................ ................ @@ -8672,7 +8712,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 455 (splash of venom / acid venom) +# tile 457 (splash of venom / acid venom) { ................ ................