diff --git a/doc/fixes37.0 b/doc/fixes37.0 index 311f05beb..7a5d84997 100644 --- a/doc/fixes37.0 +++ b/doc/fixes37.0 @@ -322,6 +322,8 @@ boiling a pool or fountain now creates a temporary cloud of steam random themed rooms in the dungeons of doom extended achievement and conduct fields for xlogfile record amount of gold in hero's possession in xlogfile +new objects: amulets of flying and guarding +new monsters: displacer beast ('f') and genetic engineer ('Q') Platform- and/or Interface-Specific New Features diff --git a/include/display.h b/include/display.h index d92b112f9..2c4a1104c 100644 --- a/include/display.h +++ b/include/display.h @@ -137,11 +137,11 @@ enum explosion_types { * is_safepet(mon) * * A special case check used in attack() and domove(). Placing the - * definition here is convenient. + * definition here is convenient. No longer limited to pets. */ -#define is_safepet(mon) \ - (mon && (mon->mtame || mon->mpeaceful) && canspotmon(mon) && flags.safe_dog && !Confusion \ - && !Hallucination && !Stunned) +#define is_safepet(mon) \ + (flags.safe_dog && (mon) && (mon)->mpeaceful && canspotmon(mon) \ + && !Confusion && !Hallucination && !Stunned) /* * canseeself() diff --git a/include/extern.h b/include/extern.h index a00a180ed..61e0d954a 100644 --- a/include/extern.h +++ b/include/extern.h @@ -1264,9 +1264,10 @@ E int FDECL(buzzmu, (struct monst *, struct attack *)); /* ### mhitm.c ### */ E int FDECL(fightm, (struct monst *)); +E int FDECL(mdisplacem, (struct monst *, struct monst *, BOOLEAN_P)); E int FDECL(mattackm, (struct monst *, struct monst *)); E boolean FDECL(engulf_target, (struct monst *, struct monst *)); -E int FDECL(mdisplacem, (struct monst *, struct monst *, BOOLEAN_P)); +E int FDECL(mon_poly, (struct monst *, struct monst *, int)); E void FDECL(paralyze_monst, (struct monst *, int)); E int FDECL(sleep_monst, (struct monst *, int, int)); E void FDECL(slept_monst, (struct monst *)); diff --git a/include/hack.h b/include/hack.h index d075498ba..e9aaa931c 100644 --- a/include/hack.h +++ b/include/hack.h @@ -289,7 +289,8 @@ typedef struct sortloot_item Loot; #include "extern.h" #endif /* USE_TRAMPOLI */ -/* flags to control makemon(); goodpos() uses some plus has some of its own */ +/* flags to control makemon(); goodpos() uses some plus has some of its own; + these flags have exceeded 16-bits worth so ought to be changed to 'long' */ #define NO_MM_FLAGS 0x00000 /* use this rather than plain 0 */ #define NO_MINVENT 0x00001 /* suppress minvent when creating mon */ #define MM_NOWAIT 0x00002 /* don't set STRAT_WAITMASK flags */ @@ -308,6 +309,7 @@ typedef struct sortloot_item Loot; /* if more MM_ flag masks are added, skip or renumber the GP_ one(s) */ #define GP_ALLOW_XY 0x08000 /* [actually used by enexto() to decide whether * to make an extra call to goodpos()] */ +#define GP_ALLOW_U 0x10000 /* don't reject hero's location */ /* flags for make_corpse() and mkcorpstat() */ #define CORPSTAT_NONE 0x00 diff --git a/include/monattk.h b/include/monattk.h index 995e544a0..1eb848fe7 100644 --- a/include/monattk.h +++ b/include/monattk.h @@ -77,6 +77,7 @@ #define AD_SLIM 40 /* turns you into green slime */ #define AD_ENCH 41 /* remove enchantment (disenchanter) */ #define AD_CORR 42 /* corrode armor (black pudding) */ +#define AD_POLY 43 /* polymorph the target (genetic engineer) */ #define AD_CLRC 240 /* random clerical spell */ #define AD_SPEL 241 /* random magic spell */ diff --git a/include/obj.h b/include/obj.h index d736ef424..2eb35cbe3 100644 --- a/include/obj.h +++ b/include/obj.h @@ -244,7 +244,9 @@ struct obj { #define stale_egg(egg) \ ((g.monstermoves - (egg)->age) > (2 * MAX_EGG_HATCH_TIME)) #define ofood(o) ((o)->otyp == CORPSE || (o)->otyp == EGG || (o)->otyp == TIN) -#define polyfodder(obj) (ofood(obj) && pm_to_cham((obj)->corpsenm) != NON_PM) +#define polyfodder(obj) \ + (ofood(obj) && (pm_to_cham((obj)->corpsenm) != NON_PM \ + || dmgtype(&mons[(obj)->corpsenm], AD_POLY))) #define mlevelgain(obj) (ofood(obj) && (obj)->corpsenm == PM_WRAITH) #define mhealup(obj) (ofood(obj) && (obj)->corpsenm == PM_NURSE) #define Is_pudding(o) \ diff --git a/src/eat.c b/src/eat.c index 52de1d723..5171785f5 100644 --- a/src/eat.c +++ b/src/eat.c @@ -1065,10 +1065,13 @@ int pm; case PM_CHAMELEON: case PM_DOPPELGANGER: case PM_SANDESTIN: /* moot--they don't leave corpses */ + case PM_GENETIC_ENGINEER: if (Unchanging) { You_feel("momentarily different."); /* same as poly trap */ } else { - You_feel("a change coming over you."); + You("%s.", (pm == PM_GENETIC_ENGINEER) + ? "undergo a freakish metamorphosis" + : "feel a change coming over you"); polyself(0); } break; diff --git a/src/hack.c b/src/hack.c index 52faa6f06..85370b858 100644 --- a/src/hack.c +++ b/src/hack.c @@ -1393,6 +1393,7 @@ domove_core() ballx = 0, bally = 0; /* ball&chain new positions */ int bc_control = 0; /* control for ball&chain */ boolean cause_delay = FALSE, /* dragging ball will skip a move */ + displaceu = FALSE, /* involuntary swap */ u_with_boulder = (sobj_at(BOULDER, u.ux, u.uy) != 0); if (g.context.travel) { @@ -1642,9 +1643,24 @@ domove_core() if (g.context.forcefight || !mtmp->mundetected || sensemon(mtmp) || ((hides_under(mtmp->data) || mtmp->data->mlet == S_EEL) && !is_safepet(mtmp))) { - /* try to attack; note that it might evade */ - /* also, we don't attack tame when _safepet_ */ - if (attack(mtmp)) + + /* target monster might decide to switch places with you... */ + if (mtmp->data == &mons[PM_DISPLACER_BEAST] && !rn2(2) + && mtmp->mux == u.ux0 && mtmp->muy == u.uy0 + && mtmp->mcanmove && !mtmp->msleeping && !mtmp->meating + && !mtmp->mtrapped && !u.utrap && !u.ustuck && !u.usteed + && !(u.dx && u.dy + && (NODIAG(u.umonnum) + || (bad_rock(mtmp->data, x, u.uy0) + && bad_rock(mtmp->data, u.ux0, y)) + || (bad_rock(g.youmonst.data, u.ux0, y) + && bad_rock(g.youmonst.data, x, u.uy0)))) + && goodpos(u.ux0, u.uy0, mtmp, GP_ALLOW_U)) + displaceu = TRUE; + + /* try to attack; note that it might evade; + also, we don't attack tame when _safepet_ */ + else if (attack(mtmp)) return; } } @@ -1788,6 +1804,22 @@ domove_core() exercise_steed(); /* train riding skill */ } + if (displaceu && mtmp) { + remove_monster(u.ux, u.uy); + place_monster(mtmp, u.ux0, u.uy0); + newsym(u.ux, u.uy); + newsym(u.ux0, u.uy0); + /* monst still knows where hero is */ + mtmp->mux = u.ux, mtmp->muy = u.uy; + + pline("%s swaps places with you...", Monnam(mtmp)); + /* monster chose to swap places; hero doesn't get any credit + or blame if something bad happens to it */ + g.context.mon_moving = 1; + if (!minliquid(mtmp)) + (void) mintrap(mtmp); + g.context.mon_moving = 0; + /* * If safepet at destination then move the pet to the hero's * previous location using the same conditions as in attack(). @@ -1798,7 +1830,8 @@ domove_core() * Ceiling-hiding pets are skipped by this section of code, to * be caught by the normal falling-monster code. */ - if (is_safepet(mtmp) && !(is_hider(mtmp->data) && mtmp->mundetected)) { + } else if (is_safepet(mtmp) + && !(is_hider(mtmp->data) && mtmp->mundetected)) { /* if it turns out we can't actually move */ boolean didnt_move = FALSE; @@ -1821,8 +1854,8 @@ domove_core() You("stop. %s can't move diagonally.", upstart(y_monnam(mtmp))); didnt_move = TRUE; } else if (u_with_boulder - && !(verysmall(mtmp->data) - && (!mtmp->minvent || curr_mon_load(mtmp) <= 600))) { + && !(verysmall(mtmp->data) + && (!mtmp->minvent || curr_mon_load(mtmp) <= 600))) { /* can't swap places when pet won't fit there with the boulder */ You("stop. %s won't fit into the same spot that you're at.", upstart(y_monnam(mtmp))); @@ -1840,7 +1873,7 @@ domove_core() You("stop. %s can't move out of that trap.", upstart(y_monnam(mtmp))); didnt_move = TRUE; - } else if (mtmp->mpeaceful + } else if (mtmp->mpeaceful && !mtmp->mtame && (!goodpos(u.ux0, u.uy0, mtmp, 0) || t_at(u.ux0, u.uy0) != NULL || mundisplaceable(mtmp))) { diff --git a/src/mhitm.c b/src/mhitm.c index 4e648d0c7..5618c5df0 100644 --- a/src/mhitm.c +++ b/src/mhitm.c @@ -833,7 +833,7 @@ struct attack *mattk; /* * See comment at top of mattackm(), for return values. */ -int +static int mdamagem(magr, mdef, mattk, mwep, dieroll) struct monst *magr, *mdef; struct attack *mattk; @@ -1438,6 +1438,10 @@ int dieroll; /* there's no msomearmor() function, so just do damage */ /* if (cancelled) break; */ break; + case AD_POLY: + if (!magr->mcan && tmp < mdef->mhp) + tmp = mon_poly(magr, mdef, tmp); + break; default: tmp = 0; break; @@ -1480,6 +1484,75 @@ int dieroll; return (res == MM_AGR_DIED) ? MM_AGR_DIED : MM_HIT; } +int +mon_poly(magr, mdef, dmg) +struct monst *magr, *mdef; +int dmg; +{ + if (mdef == &g.youmonst) { + if (Antimagic) { + shieldeff(mdef->mx, mdef->my); + } else if (Unchanging) { + ; /* just take a little damage */ + } else { + /* system shock might take place in polyself() */ + if (u.ulycn == NON_PM) { + You("are subjected to a freakish metamorphosis."); + polyself(0); + } else if (u.umonnum != u.ulycn) { + You_feel("an unnatural urge coming on."); + you_were(); + } else { + You_feel("a natural urge coming on."); + you_unwere(FALSE); + } + dmg = 0; + } + } else { + char Before[BUFSZ]; + + Strcpy(Before, Monnam(mdef)); + if (resists_magm(mdef)) { + /* Magic resistance */ + if (g.vis) + shieldeff(mdef->mx, mdef->my); + } else if (resist(mdef, WAND_CLASS, 0, TELL)) { + /* general resistance to magic... */ + ; + } else if (!rn2(25) && mdef->cham == NON_PM + && (mdef->mcan + || pm_to_cham(monsndx(mdef->data)) != NON_PM)) { + /* system shock; this variation takes away half of mon's HP + rather than kill outright */ + if (g.vis) + pline("%s shudders!", Before); + + dmg += (mdef->mhpmax + 1) / 2; + mdef->mhp -= dmg; + dmg = 0; + if (DEADMONSTER(mdef)) { + if (magr == &g.youmonst) + xkilled(mdef, XKILL_GIVEMSG | XKILL_NOCORPSE); + else + monkilled(mdef, "", AD_RBRE); + } + } else if (newcham(mdef, (struct permonst *) 0, FALSE, FALSE)) { + if (g.vis && canspotmon(mdef)) + pline("%s%s turns into %s.", Before, + !flags.verbose ? "" + : " undergoes a freakish metamorphosis and", + x_monnam(mdef, ARTICLE_A, (char *) 0, + (SUPPRESS_NAME | SUPPRESS_IT + | SUPPRESS_INVISIBLE), FALSE)); + dmg = 0; + } else { + if (g.vis && flags.verbose) + pline1(nothing_happens); + } + } + return dmg; +} + void paralyze_monst(mon, amt) struct monst *mon; diff --git a/src/mhitu.c b/src/mhitu.c index b9db32145..a74e543df 100644 --- a/src/mhitu.c +++ b/src/mhitu.c @@ -1727,6 +1727,10 @@ register struct attack *mattk; } } break; + case AD_POLY: + if (uncancelled && Maybe_Half_Phys(dmg) < (Upolyd ? u.mh : u.uhp)) + dmg = mon_poly(mtmp, &g.youmonst, dmg); + break; default: dmg = 0; break; diff --git a/src/mon.c b/src/mon.c index 43dc34e14..8e7e5ddce 100644 --- a/src/mon.c +++ b/src/mon.c @@ -1720,10 +1720,12 @@ struct monst *magr, /* monster that is currently deciding where to move */ struct permonst *pa = magr->data, *pd = mdef->data; /* if attacker can't barge through, there's nothing to do; - or if defender can barge through too, don't let attacker - do so, otherwise they might just end up swapping places - again when defender gets its chance to move */ - if ((pa->mflags3 & M3_DISPLACES) != 0 && (pd->mflags3 & M3_DISPLACES) == 0 + or if defender can barge through too and has a level at least + as high as the attacker, don't let attacker do so, otherwise + they might just end up swapping places again when defender + gets its chance to move */ + if ((pa->mflags3 & M3_DISPLACES) != 0 + && ((pd->mflags3 & M3_DISPLACES) == 0 || magr->m_lev > mdef->m_lev) /* no displacing grid bugs diagonally */ && !(magr->mx != mdef->mx && magr->my != mdef->my && NODIAG(monsndx(pd))) diff --git a/src/monmove.c b/src/monmove.c index ef8b5b672..7c03b2236 100644 --- a/src/monmove.c +++ b/src/monmove.c @@ -1625,8 +1625,8 @@ void set_apparxy(mtmp) register struct monst *mtmp; { - boolean notseen, gotu; - register int disp, mx = mtmp->mux, my = mtmp->muy; + boolean notseen, notthere, gotu; + int disp, mx = mtmp->mux, my = mtmp->muy; long umoney = money_cnt(g.invent); /* @@ -1643,24 +1643,25 @@ register struct monst *mtmp; goto found_you; notseen = (!mtmp->mcansee || (Invis && !perceives(mtmp->data))); + notthere = (Displaced && mtmp->data != &mons[PM_DISPLACER_BEAST]); /* add cases as required. eg. Displacement ... */ - if (notseen || Underwater) { + if (Underwater) { + disp = 1; + } else if (notseen) { /* Xorns can smell quantities of valuable metal - like that in solid gold coins, treat as seen */ - if ((mtmp->data == &mons[PM_XORN]) && umoney && !Underwater) - disp = 0; - else - disp = 1; - } else if (Displaced) { + like that in solid gold coins, treat as seen */ + disp = (mtmp->data == &mons[PM_XORN] && umoney) ? 0 : 1; + } else if (notthere) { disp = couldsee(mx, my) ? 2 : 1; - } else + } else { disp = 0; + } if (!disp) goto found_you; /* without something like the following, invisibility and displacement are too powerful */ - gotu = notseen ? !rn2(3) : Displaced ? !rn2(4) : FALSE; + gotu = notseen ? !rn2(3) : notthere ? !rn2(4) : FALSE; if (!gotu) { register int try_cnt = 0; diff --git a/src/monst.c b/src/monst.c index f964f412f..9b8961636 100644 --- a/src/monst.c +++ b/src/monst.c @@ -347,47 +347,53 @@ NEARDATA struct permonst mons_init[] = { * felines */ MON("kitten", S_FELINE, LVL(2, 18, 6, 0, 0), (G_GENO | 1), - A(ATTK(AT_BITE, AD_PHYS, 1, 6), NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK, - NO_ATTK), + A(ATTK(AT_BITE, AD_PHYS, 1, 6), + NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK), SIZ(150, 150, MS_MEW, MZ_SMALL), 0, 0, M1_ANIMAL | M1_NOHANDS | M1_CARNIVORE, M2_WANDER | M2_DOMESTIC, - M3_INFRAVISIBLE, 3, HI_DOMESTIC), + M3_INFRAVISIBLE | M3_INFRAVISION, 3, HI_DOMESTIC), MON("housecat", S_FELINE, LVL(4, 16, 5, 0, 0), (G_GENO | 1), - A(ATTK(AT_BITE, AD_PHYS, 1, 6), NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK, - NO_ATTK), + A(ATTK(AT_BITE, AD_PHYS, 1, 6), + NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK), SIZ(200, 200, MS_MEW, MZ_SMALL), 0, 0, - M1_ANIMAL | M1_NOHANDS | M1_CARNIVORE, M2_DOMESTIC, M3_INFRAVISIBLE, - 5, HI_DOMESTIC), + M1_ANIMAL | M1_NOHANDS | M1_CARNIVORE, M2_DOMESTIC, + M3_INFRAVISIBLE | M3_INFRAVISION, 5, HI_DOMESTIC), MON("jaguar", S_FELINE, LVL(4, 15, 6, 0, 0), (G_GENO | 2), A(ATTK(AT_CLAW, AD_PHYS, 1, 4), ATTK(AT_CLAW, AD_PHYS, 1, 4), ATTK(AT_BITE, AD_PHYS, 1, 8), NO_ATTK, NO_ATTK, NO_ATTK), SIZ(600, 300, MS_GROWL, MZ_LARGE), 0, 0, - M1_ANIMAL | M1_NOHANDS | M1_CARNIVORE, M2_HOSTILE, M3_INFRAVISIBLE, - 6, CLR_BROWN), + M1_ANIMAL | M1_NOHANDS | M1_CARNIVORE, M2_HOSTILE, + M3_INFRAVISIBLE | M3_INFRAVISION, 6, CLR_BROWN), MON("lynx", S_FELINE, LVL(5, 15, 6, 0, 0), (G_GENO | 1), A(ATTK(AT_CLAW, AD_PHYS, 1, 4), ATTK(AT_CLAW, AD_PHYS, 1, 4), ATTK(AT_BITE, AD_PHYS, 1, 10), NO_ATTK, NO_ATTK, NO_ATTK), SIZ(600, 300, MS_GROWL, MZ_SMALL), 0, 0, - M1_ANIMAL | M1_NOHANDS | M1_CARNIVORE, M2_HOSTILE, M3_INFRAVISIBLE, - 7, CLR_CYAN), + M1_ANIMAL | M1_NOHANDS | M1_CARNIVORE, M2_HOSTILE, + M3_INFRAVISIBLE | M3_INFRAVISION, 7, CLR_CYAN), MON("panther", S_FELINE, LVL(5, 15, 6, 0, 0), (G_GENO | 1), A(ATTK(AT_CLAW, AD_PHYS, 1, 6), ATTK(AT_CLAW, AD_PHYS, 1, 6), ATTK(AT_BITE, AD_PHYS, 1, 10), NO_ATTK, NO_ATTK, NO_ATTK), SIZ(600, 300, MS_GROWL, MZ_LARGE), 0, 0, - M1_ANIMAL | M1_NOHANDS | M1_CARNIVORE, M2_HOSTILE, M3_INFRAVISIBLE, - 7, CLR_BLACK), + M1_ANIMAL | M1_NOHANDS | M1_CARNIVORE, M2_HOSTILE, + M3_INFRAVISIBLE | M3_INFRAVISION, 7, CLR_BLACK), MON("large cat", S_FELINE, LVL(6, 15, 4, 0, 0), (G_GENO | 1), - A(ATTK(AT_BITE, AD_PHYS, 2, 4), NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK, - NO_ATTK), + A(ATTK(AT_BITE, AD_PHYS, 2, 4), + NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK), SIZ(250, 250, MS_MEW, MZ_SMALL), 0, 0, M1_ANIMAL | M1_NOHANDS | M1_CARNIVORE, M2_STRONG | M2_DOMESTIC, - M3_INFRAVISIBLE, 7, HI_DOMESTIC), + M3_INFRAVISIBLE | M3_INFRAVISION, 7, HI_DOMESTIC), MON("tiger", S_FELINE, LVL(6, 12, 6, 0, 0), (G_GENO | 2), A(ATTK(AT_CLAW, AD_PHYS, 2, 4), ATTK(AT_CLAW, AD_PHYS, 2, 4), ATTK(AT_BITE, AD_PHYS, 1, 10), NO_ATTK, NO_ATTK, NO_ATTK), SIZ(600, 300, MS_GROWL, MZ_LARGE), 0, 0, - M1_ANIMAL | M1_NOHANDS | M1_CARNIVORE, M2_HOSTILE, M3_INFRAVISIBLE, - 8, CLR_YELLOW), + M1_ANIMAL | M1_NOHANDS | M1_CARNIVORE, M2_HOSTILE, + M3_INFRAVISIBLE | M3_INFRAVISION, 8, CLR_YELLOW), + MON("displacer beast", S_FELINE, LVL(12, 12, -10, 0, -3), (G_GENO | 1), + A(ATTK(AT_CLAW, AD_PHYS, 4, 4), ATTK(AT_CLAW, AD_PHYS, 4, 4), + ATTK(AT_BITE, AD_PHYS, 2, 10), NO_ATTK, NO_ATTK, NO_ATTK), + SIZ(750, 400, MS_GROWL, MZ_LARGE), 0, 0, + M1_ANIMAL | M1_NOHANDS | M1_CARNIVORE, M2_HOSTILE | M2_NASTY, + M3_INFRAVISIBLE | M3_INFRAVISION | M3_DISPLACES, 14, CLR_BLUE), /* * gremlins and gargoyles */ @@ -1731,11 +1737,17 @@ struct permonst _mons2[] = { * Quantum mechanics */ MON("quantum mechanic", S_QUANTMECH, LVL(7, 12, 3, 10, 0), (G_GENO | 3), - A(ATTK(AT_CLAW, AD_TLPT, 1, 4), NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK, - NO_ATTK), + A(ATTK(AT_CLAW, AD_TLPT, 1, 4), + NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK), SIZ(WT_HUMAN, 20, MS_HUMANOID, MZ_HUMAN), MR_POISON, 0, M1_HUMANOID | M1_OMNIVORE | M1_POIS | M1_TPORT, M2_HOSTILE, M3_INFRAVISIBLE, 9, CLR_CYAN), + MON("genetic engineer", S_QUANTMECH, LVL(12, 12, 3, 10, 0), (G_GENO | 1), + A(ATTK(AT_CLAW, AD_POLY, 1, 4), + NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK), + SIZ(WT_HUMAN, 20, MS_HUMANOID, MZ_HUMAN), MR_POISON, 0, + M1_HUMANOID | M1_OMNIVORE | M1_POIS, M2_HOSTILE | M2_NASTY, + M3_INFRAVISIBLE, 14, CLR_GREEN), /* * Rust monster or disenchanter */ diff --git a/src/teleport.c b/src/teleport.c index fe03207bf..6ba3ab56e 100644 --- a/src/teleport.c +++ b/src/teleport.c @@ -45,7 +45,8 @@ struct monst *mtmp; unsigned gpflags; { struct permonst *mdat = (struct permonst *) 0; - boolean ignorewater = ((gpflags & MM_IGNOREWATER) != 0); + boolean ignorewater = ((gpflags & MM_IGNOREWATER) != 0), + allow_u = ((gpflags & GP_ALLOW_U) != 0); if (!isok(x, y)) return FALSE; @@ -56,10 +57,12 @@ unsigned gpflags; * which could be co-located and thus get restricted a bit too much. * oh well. */ - if (x == u.ux && y == u.uy - && mtmp != &g.youmonst && (mtmp != u.ustuck || !u.uswallow) - && (!u.usteed || mtmp != u.usteed)) - return FALSE; + if (!allow_u) { + if (x == u.ux && y == u.uy && mtmp != &g.youmonst + && (mtmp != u.ustuck || !u.uswallow) + && (!u.usteed || mtmp != u.usteed)) + return FALSE; + } if (mtmp) { struct monst *mtmp2 = m_at(x, y); diff --git a/src/uhitm.c b/src/uhitm.c index a317e16cd..52df4721c 100644 --- a/src/uhitm.c +++ b/src/uhitm.c @@ -2011,6 +2011,10 @@ int specialdmg; /* blessed and/or silver bonus against various things */ mdef->mconf = 1; } break; + case AD_POLY: + if (!negated && tmp < mdef->mhp) + tmp = mon_poly(&g.youmonst, mdef, tmp); + break; default: tmp = 0; break; diff --git a/src/wizard.c b/src/wizard.c index b1f52a7bf..a2b5d4f31 100644 --- a/src/wizard.c +++ b/src/wizard.c @@ -33,6 +33,7 @@ static NEARDATA const int nasties[] = { PM_XORN, PM_ZRUTY, PM_LEOCROTTA, PM_BALUCHITHERIUM, PM_CARNIVOROUS_APE, PM_FIRE_ELEMENTAL, PM_JABBERWOCK, PM_IRON_GOLEM, PM_OCHRE_JELLY, PM_GREEN_SLIME, + PM_DISPLACER_BEAST, PM_GENETIC_ENGINEER, /* chaotic */ PM_BLACK_DRAGON, PM_RED_DRAGON, PM_ARCH_LICH, PM_VAMPIRE_LORD, PM_MASTER_MIND_FLAYER, PM_DISENCHANTER, PM_WINGED_GARGOYLE, @@ -597,8 +598,9 @@ struct monst *summoner; bypos.x = u.ux; bypos.y = u.uy; for (i = rnd(tmp); i > 0 && count < MAXNASTIES; --i) { - /* Of the 42 nasties[], 10 are lawful, 14 are chaotic, - * and 18 are neutral. + /* Of the 44 nasties[], 10 are lawful, 14 are chaotic, + * and 20 are neutral. [These numbers are up date for + * 3.7.0; the ones in the next paragraph are not....] * * Neutral caster, used for late-game harrassment, * has 18/42 chance to stop the inner loop on each diff --git a/win/share/monsters.txt b/win/share/monsters.txt index f2b81fc6e..1f7d48370 100644 --- a/win/share/monsters.txt +++ b/win/share/monsters.txt @@ -806,7 +806,26 @@ Z = (195, 195, 195) .....CCAA..CCA.. ................ } -# tile 41 (gremlin) +# tile 41 (displacer beast) +{ + MMMMMMMMMMMMMMMM + MMMMMMMMEMMMMMMM + MMMMMMMEMEMMAAMM + DEEEAMMAMEMMMMAM + MMMMEAMEMDMMMMAM + MAMMMAMEMMMMMMAM + MEAMAEAAAMMMMMAM + MAAAAAAAAAAMMAMM + MAAAAEAAAAAAAAMM + MHAHAEAAAAAAAAAM + MAAAAEAAAAAAAAAM + MAAAMAAAAAAAAAAM + MMMMMAEMAEEAMEAM + MMMMAEMAEMEAMEAM + MMMAEMAEMEAMEAMM + MMMMMMMMMMMMMMMM +} +# tile 42 (gremlin) { ................ ................ @@ -825,7 +844,7 @@ Z = (195, 195, 195) ...GFA.FGA...... ................ } -# tile 42 (gargoyle) +# tile 43 (gargoyle) { ................ ................ @@ -844,7 +863,7 @@ Z = (195, 195, 195) ....PFA.FPA..... ................ } -# tile 43 (winged gargoyle) +# tile 44 (winged gargoyle) { ...K......K..... ...KJ....KJ..... @@ -863,7 +882,7 @@ Z = (195, 195, 195) ....PFA.FPA..... ................ } -# tile 44 (hobbit) +# tile 45 (hobbit) { ................ ................ @@ -882,7 +901,7 @@ Z = (195, 195, 195) ....LLL.LLL..... ................ } -# tile 45 (dwarf) +# tile 46 (dwarf) { ................ ................ @@ -901,7 +920,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 46 (bugbear) +# tile 47 (bugbear) { ................ ................ @@ -920,7 +939,7 @@ Z = (195, 195, 195) ........CCA..... ................ } -# tile 47 (dwarf lord) +# tile 48 (dwarf lord) { ................ ................ @@ -939,7 +958,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 48 (dwarf king) +# tile 49 (dwarf king) { ................ ................ @@ -958,7 +977,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 49 (mind flayer) +# tile 50 (mind flayer) { ................ .......IIIIC.... @@ -977,7 +996,7 @@ Z = (195, 195, 195) ......CFFCAA.... ....IIC.IIA..... } -# tile 50 (master mind flayer) +# tile 51 (master mind flayer) { ................ .......IIIIC.... @@ -996,7 +1015,7 @@ Z = (195, 195, 195) ...EEECEEEAA.... ....IIC.IIA..... } -# tile 51 (manes) +# tile 52 (manes) { ................ ................ @@ -1015,7 +1034,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 52 (homunculus) +# tile 53 (homunculus) { ................ ................ @@ -1034,7 +1053,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 53 (imp) +# tile 54 (imp) { ................ ................ @@ -1053,7 +1072,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 54 (lemure) +# tile 55 (lemure) { ................ ................ @@ -1072,7 +1091,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 55 (quasit) +# tile 56 (quasit) { ................ ................ @@ -1091,7 +1110,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 56 (tengu) +# tile 57 (tengu) { ................ .......PP....... @@ -1110,7 +1129,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 57 (blue jelly) +# tile 58 (blue jelly) { ................ ................ @@ -1129,7 +1148,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 58 (spotted jelly) +# tile 59 (spotted jelly) { ................ ................ @@ -1148,7 +1167,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 59 (ochre jelly) +# tile 60 (ochre jelly) { ................ ................ @@ -1167,7 +1186,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 60 (kobold) +# tile 61 (kobold) { ................ ................ @@ -1186,7 +1205,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 61 (large kobold) +# tile 62 (large kobold) { ................ ................ @@ -1205,7 +1224,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 62 (kobold lord) +# tile 63 (kobold lord) { ................ ................ @@ -1224,7 +1243,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 63 (kobold shaman) +# tile 64 (kobold shaman) { ................ ................ @@ -1243,7 +1262,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 64 (leprechaun) +# tile 65 (leprechaun) { ................ ................ @@ -1262,7 +1281,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 65 (small mimic) +# tile 66 (small mimic) { ................ ................ @@ -1281,7 +1300,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 66 (large mimic) +# tile 67 (large mimic) { ................ ................ @@ -1300,7 +1319,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 67 (giant mimic) +# tile 68 (giant mimic) { ................ ......NNO....... @@ -1319,7 +1338,7 @@ Z = (195, 195, 195) ...NNNO.NNOOA... ................ } -# tile 68 (wood nymph) +# tile 69 (wood nymph) { ................ ................ @@ -1338,7 +1357,7 @@ Z = (195, 195, 195) ....KJKJKJKJ.... ................ } -# tile 69 (water nymph) +# tile 70 (water nymph) { ................ ................ @@ -1357,7 +1376,7 @@ Z = (195, 195, 195) ....BPBPBPBP.... ................ } -# tile 70 (mountain nymph) +# tile 71 (mountain nymph) { ................ ................ @@ -1376,7 +1395,7 @@ Z = (195, 195, 195) ....OLOLOLOL.... ................ } -# tile 71 (goblin) +# tile 72 (goblin) { ................ ................ @@ -1395,7 +1414,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 72 (hobgoblin) +# tile 73 (hobgoblin) { ................ .....LK......... @@ -1414,7 +1433,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 73 (orc) +# tile 74 (orc) { ................ ................ @@ -1433,7 +1452,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 74 (hill orc) +# tile 75 (hill orc) { ................ ................ @@ -1452,7 +1471,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 75 (Mordor orc) +# tile 76 (Mordor orc) { ................ ................ @@ -1471,7 +1490,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 76 (Uruk-hai) +# tile 77 (Uruk-hai) { ................ ................ @@ -1490,7 +1509,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 77 (orc shaman) +# tile 78 (orc shaman) { ................ ................ @@ -1509,7 +1528,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 78 (orc-captain) +# tile 79 (orc-captain) { ................ ................ @@ -1528,7 +1547,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 79 (rock piercer) +# tile 80 (rock piercer) { .JKKKKKKKKJAAA.. ..JJGKGKJJAAAA.. @@ -1547,7 +1566,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 80 (iron piercer) +# tile 81 (iron piercer) { .BPPPPPPPP.AAA.. ..BBDPDP..AAAA.. @@ -1566,7 +1585,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 81 (glass piercer) +# tile 82 (glass piercer) { .NBBBBBBBBPAAA.. ..NNDBDBPPAAAA.. @@ -1585,7 +1604,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 82 (rothe) +# tile 83 (rothe) { ................ ...........K.... @@ -1604,7 +1623,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 83 (mumak) +# tile 84 (mumak) { ................ ...........P.... @@ -1623,7 +1642,7 @@ Z = (195, 195, 195) PPPA............ .AA............. } -# tile 84 (leocrotta) +# tile 85 (leocrotta) { ................ ..A..A.......... @@ -1642,7 +1661,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 85 (wumpus) +# tile 86 (wumpus) { ................ ............B... @@ -1661,7 +1680,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 86 (titanothere) +# tile 87 (titanothere) { ................ ................ @@ -1680,7 +1699,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 87 (baluchitherium) +# tile 88 (baluchitherium) { ................ ................ @@ -1699,7 +1718,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 88 (mastodon) +# tile 89 (mastodon) { ................ ................ @@ -1718,7 +1737,7 @@ Z = (195, 195, 195) .......PPA...... ................ } -# tile 89 (sewer rat) +# tile 90 (sewer rat) { ................ ................ @@ -1737,7 +1756,7 @@ Z = (195, 195, 195) .........JJA.... ................ } -# tile 90 (giant rat) +# tile 91 (giant rat) { ................ ................ @@ -1756,7 +1775,7 @@ Z = (195, 195, 195) ..........JJA... ................ } -# tile 91 (rabid rat) +# tile 92 (rabid rat) { ................ ................ @@ -1775,7 +1794,7 @@ Z = (195, 195, 195) .OOOOOOOO.JJA... ................ } -# tile 92 (wererat) +# tile 93 (wererat) { ................ ................ @@ -1794,7 +1813,7 @@ Z = (195, 195, 195) ..........JJA... ................ } -# tile 93 (rock mole) +# tile 94 (rock mole) { ................ ................ @@ -1813,7 +1832,7 @@ Z = (195, 195, 195) AN.NAA.AA...AA.. .AAAA........... } -# tile 94 (woodchuck) +# tile 95 (woodchuck) { ................ ................ @@ -1832,7 +1851,7 @@ Z = (195, 195, 195) .....JJAAJJAA... ................ } -# tile 95 (cave spider) +# tile 96 (cave spider) { ................ ................ @@ -1851,7 +1870,7 @@ Z = (195, 195, 195) .....PAA.APA.... ................ } -# tile 96 (centipede) +# tile 97 (centipede) { ................ ................ @@ -1870,7 +1889,7 @@ Z = (195, 195, 195) ...B............ ................ } -# tile 97 (giant spider) +# tile 98 (giant spider) { ................ ................ @@ -1889,7 +1908,7 @@ Z = (195, 195, 195) .....JAA.AJA.... ................ } -# tile 98 (scorpion) +# tile 99 (scorpion) { ................ ................ @@ -1908,7 +1927,7 @@ Z = (195, 195, 195) .......JAAJA.... ................ } -# tile 99 (lurker above) +# tile 100 (lurker above) { .AAAAAAAAAAAAAAA ...AAGFAAGFAAA.. @@ -1927,7 +1946,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 100 (trapper) +# tile 101 (trapper) { ................ ................ @@ -1946,7 +1965,7 @@ Z = (195, 195, 195) ...AAGFAAGFAAA.. .AAAAAAAAAAAAAAA } -# tile 101 (pony) +# tile 102 (pony) { ................ ................ @@ -1965,7 +1984,7 @@ Z = (195, 195, 195) .....LA...L..... ................ } -# tile 102 (white unicorn) +# tile 103 (white unicorn) { ................ ..HP............ @@ -1984,7 +2003,7 @@ Z = (195, 195, 195) .....LA...L..... ................ } -# tile 103 (gray unicorn) +# tile 104 (gray unicorn) { ................ ..HP............ @@ -2003,7 +2022,7 @@ Z = (195, 195, 195) .....LA...L..... ................ } -# tile 104 (black unicorn) +# tile 105 (black unicorn) { ................ ..HP............ @@ -2022,7 +2041,7 @@ Z = (195, 195, 195) .....LP...L..... ................ } -# tile 105 (horse) +# tile 106 (horse) { ................ ................ @@ -2041,7 +2060,7 @@ Z = (195, 195, 195) .....LA....L.... ................ } -# tile 106 (warhorse) +# tile 107 (warhorse) { ................ .....JJJ........ @@ -2060,7 +2079,7 @@ Z = (195, 195, 195) .....LC....LC... ................ } -# tile 107 (fog cloud) +# tile 108 (fog cloud) { .......P........ ....P..P........ @@ -2079,7 +2098,7 @@ Z = (195, 195, 195) ..P..P.P..P..... ................ } -# tile 108 (dust vortex) +# tile 109 (dust vortex) { ................ ................ @@ -2098,7 +2117,7 @@ Z = (195, 195, 195) ....KKKK..K..... ................ } -# tile 109 (ice vortex) +# tile 110 (ice vortex) { ................ ................ @@ -2117,7 +2136,7 @@ Z = (195, 195, 195) ....NNNN..N..... ................ } -# tile 110 (energy vortex) +# tile 111 (energy vortex) { ................ ................ @@ -2136,7 +2155,7 @@ Z = (195, 195, 195) ....EEEE..E..... ................ } -# tile 111 (steam vortex) +# tile 112 (steam vortex) { ................ ................ @@ -2155,7 +2174,7 @@ Z = (195, 195, 195) ....PPPP..P..... ................ } -# tile 112 (fire vortex) +# tile 113 (fire vortex) { ................ ................ @@ -2174,7 +2193,7 @@ Z = (195, 195, 195) ....DDDD..D..... ................ } -# tile 113 (baby long worm) +# tile 114 (baby long worm) { ................ ................ @@ -2193,7 +2212,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 114 (baby purple worm) +# tile 115 (baby purple worm) { ................ ................ @@ -2212,7 +2231,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 115 (long worm) +# tile 116 (long worm) { ................ ................ @@ -2231,7 +2250,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 116 (purple worm) +# tile 117 (purple worm) { ................ ................ @@ -2250,7 +2269,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 117 (grid bug) +# tile 118 (grid bug) { ................ ................ @@ -2269,7 +2288,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 118 (xan) +# tile 119 (xan) { ................ ................ @@ -2288,7 +2307,7 @@ Z = (195, 195, 195) ..G..AAAAAA..... ......AA.AA..... } -# tile 119 (yellow light) +# tile 120 (yellow light) { ................ ......NA........ @@ -2307,7 +2326,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 120 (black light) +# tile 121 (black light) { ................ ......AA........ @@ -2326,7 +2345,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 121 (zruty) +# tile 122 (zruty) { ................ ......FFGF...... @@ -2345,7 +2364,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 122 (couatl) +# tile 123 (couatl) { ................ ................ @@ -2364,7 +2383,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 123 (Aleax) +# tile 124 (Aleax) { ................ ......BBBB..I... @@ -2383,7 +2402,7 @@ Z = (195, 195, 195) ..BF.LLAALLAFB.. ................ } -# tile 124 (Angel) +# tile 125 (Angel) { ................ ................ @@ -2402,7 +2421,7 @@ Z = (195, 195, 195) ....BNNNNNNP.... ................ } -# tile 125 (ki-rin) +# tile 126 (ki-rin) { ................ ................ @@ -2421,7 +2440,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 126 (Archon) +# tile 127 (Archon) { ................ ......OOOO...... @@ -2440,7 +2459,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 127 (bat) +# tile 128 (bat) { ................ ................ @@ -2459,7 +2478,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 128 (giant bat) +# tile 129 (giant bat) { ................ ................ @@ -2478,7 +2497,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 129 (raven) +# tile 130 (raven) { ..AAAA...AAA.... .AAAAAA.AAA..... @@ -2497,7 +2516,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 130 (vampire bat) +# tile 131 (vampire bat) { ................ ................ @@ -2516,7 +2535,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 131 (plains centaur) +# tile 132 (plains centaur) { ................ ...KKA.......... @@ -2535,7 +2554,7 @@ Z = (195, 195, 195) ....CA...C...... ................ } -# tile 132 (forest centaur) +# tile 133 (forest centaur) { ................ ................ @@ -2554,7 +2573,7 @@ Z = (195, 195, 195) ....CA...C...... ................ } -# tile 133 (mountain centaur) +# tile 134 (mountain centaur) { ................ ................ @@ -2573,7 +2592,7 @@ Z = (195, 195, 195) ....CA...C...... ................ } -# tile 134 (baby gray dragon) +# tile 135 (baby gray dragon) { ................ ................ @@ -2592,7 +2611,7 @@ Z = (195, 195, 195) .....BPAA..PPAA. ...........PAA.. } -# tile 135 (baby silver dragon) +# tile 136 (baby silver dragon) { ................ ................ @@ -2611,7 +2630,7 @@ Z = (195, 195, 195) .....PBAA..BBAA. ...........BAA.. } -# tile 136 (baby shimmering dragon) +# tile 137 (baby shimmering dragon) { .I.............. ...BBBBBBB.I.... @@ -2630,7 +2649,7 @@ Z = (195, 195, 195) B....BPAA..PPAAB .B.........PAAB. } -# tile 137 (baby red dragon) +# tile 138 (baby red dragon) { ................ ................ @@ -2649,7 +2668,7 @@ Z = (195, 195, 195) .....IDAA..DDAA. ...........DAA.. } -# tile 138 (baby white dragon) +# tile 139 (baby white dragon) { ................ ................ @@ -2668,7 +2687,7 @@ Z = (195, 195, 195) .....NOAA..OOAA. ...........OAA.. } -# tile 139 (baby orange dragon) +# tile 140 (baby orange dragon) { ................ ................ @@ -2687,7 +2706,7 @@ Z = (195, 195, 195) .....LCAA..CCAA. ...........CAA.. } -# tile 140 (baby black dragon) +# tile 141 (baby black dragon) { ................ ................ @@ -2706,7 +2725,7 @@ Z = (195, 195, 195) .....AAP...AAPP. ...........APP.. } -# tile 141 (baby blue dragon) +# tile 142 (baby blue dragon) { ................ ................ @@ -2725,7 +2744,7 @@ Z = (195, 195, 195) .....BEAA..EEAA. ...........EAA.. } -# tile 142 (baby green dragon) +# tile 143 (baby green dragon) { ................ ................ @@ -2744,7 +2763,7 @@ Z = (195, 195, 195) .....GFAA..FFAA. ...........FAA.. } -# tile 143 (baby yellow dragon) +# tile 144 (baby yellow dragon) { ................ ................ @@ -2763,7 +2782,7 @@ Z = (195, 195, 195) .....NHAA..HHAA. ...........HAA.. } -# tile 144 (gray dragon) +# tile 145 (gray dragon) { ......BBBPA..... .....NPNPPPA.... @@ -2782,7 +2801,7 @@ Z = (195, 195, 195) ....BPAA...PP.A. ........PPPP.A.. } -# tile 145 (silver dragon) +# tile 146 (silver dragon) { ......PPPBA..... .....OBOBBBA.... @@ -2801,7 +2820,7 @@ Z = (195, 195, 195) ....PBAA...BB.A. ........BBBB.A.. } -# tile 146 (shimmering dragon) +# tile 147 (shimmering dragon) { .I.BF.BBBPAFB... ..BF.NPNPPPAFB.I @@ -2820,7 +2839,7 @@ Z = (195, 195, 195) ....BPAA...PP.AB ........PPPP.AB. } -# tile 147 (red dragon) +# tile 148 (red dragon) { ......IIIDA..... .....NDNDDDA.... @@ -2839,7 +2858,7 @@ Z = (195, 195, 195) ....IDAAJJJDDJA. ........DDDDJA.. } -# tile 148 (white dragon) +# tile 149 (white dragon) { ......NNNOA..... .....IOIOOOA.... @@ -2858,7 +2877,7 @@ Z = (195, 195, 195) ....NOAA...OOJA. ........OOOOJA.. } -# tile 149 (orange dragon) +# tile 150 (orange dragon) { ......LLLCA..... .....NCNCCCA.... @@ -2877,7 +2896,7 @@ Z = (195, 195, 195) ....LCAA.KKCCJA. ........CCCCJA.. } -# tile 150 (black dragon) +# tile 151 (black dragon) { ......AAAA...... .....NANAAA..... @@ -2896,7 +2915,7 @@ Z = (195, 195, 195) ....AAPP...AAAP. ........AAAAA... } -# tile 151 (blue dragon) +# tile 152 (blue dragon) { ......BBBEA..... .....NENEEEA.... @@ -2915,7 +2934,7 @@ Z = (195, 195, 195) ....BEAA...EEJA. ...P....EEEEJA.. } -# tile 152 (green dragon) +# tile 153 (green dragon) { ......GGGFA..... .....NFNFFFA.... @@ -2934,7 +2953,7 @@ Z = (195, 195, 195) ....GFAA...FFJA. ........FFFFJA.. } -# tile 153 (yellow dragon) +# tile 154 (yellow dragon) { ......NNNHA..... .....DHDHHHA.... @@ -2953,7 +2972,7 @@ Z = (195, 195, 195) ....NHAAJJJHHJA. ........HHHHJA.. } -# tile 154 (stalker) +# tile 155 (stalker) { ................ .......PPP...... @@ -2972,7 +2991,7 @@ Z = (195, 195, 195) .....PP..PP..... ................ } -# tile 155 (air elemental) +# tile 156 (air elemental) { ................ ...P.PPP..P..... @@ -2991,7 +3010,7 @@ Z = (195, 195, 195) ...PP.APPPA..... ................ } -# tile 156 (fire elemental) +# tile 157 (fire elemental) { ................ .H..LDDD........ @@ -3010,7 +3029,7 @@ Z = (195, 195, 195) ..LDDCADDDA..... ................ } -# tile 157 (earth elemental) +# tile 158 (earth elemental) { ..F............. ....CKKK..F..... @@ -3029,7 +3048,7 @@ Z = (195, 195, 195) ..CKKJAKKKA..... ................ } -# tile 158 (water elemental) +# tile 159 (water elemental) { ................ ....PBBB..E..... @@ -3048,7 +3067,7 @@ Z = (195, 195, 195) ..PBBEABBBA..... ................ } -# tile 159 (lichen) +# tile 160 (lichen) { ................ ................ @@ -3067,7 +3086,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 160 (brown mold) +# tile 161 (brown mold) { ................ ................ @@ -3086,7 +3105,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 161 (yellow mold) +# tile 162 (yellow mold) { ................ ................ @@ -3105,7 +3124,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 162 (green mold) +# tile 163 (green mold) { ................ ................ @@ -3124,7 +3143,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 163 (red mold) +# tile 164 (red mold) { ................ ................ @@ -3143,7 +3162,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 164 (shrieker) +# tile 165 (shrieker) { ................ ................ @@ -3162,7 +3181,7 @@ Z = (195, 195, 195) ...AAAAAAAAAA... ................ } -# tile 165 (violet fungus) +# tile 166 (violet fungus) { ................ ................ @@ -3181,7 +3200,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 166 (gnome) +# tile 167 (gnome) { ................ ................ @@ -3200,7 +3219,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 167 (gnome lord) +# tile 168 (gnome lord) { ................ ................ @@ -3219,7 +3238,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 168 (gnomish wizard) +# tile 169 (gnomish wizard) { ................ ................ @@ -3238,7 +3257,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 169 (gnome king) +# tile 170 (gnome king) { ................ ................ @@ -3257,7 +3276,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 170 (giant) +# tile 171 (giant) { ......JJJJAA.... ....JJJJJJJJA... @@ -3276,7 +3295,7 @@ Z = (195, 195, 195) .....CLJACLJAAAA ...LLLLJ.CLLLKAA } -# tile 171 (stone giant) +# tile 172 (stone giant) { ......JJJJAA.... ....JJJJJJJJA... @@ -3295,7 +3314,7 @@ Z = (195, 195, 195) .....ALJACLJAAAA ...LLLLJ.CLLLKAA } -# tile 172 (hill giant) +# tile 173 (hill giant) { ......JJJJAA.... ....JJJJJJJJA... @@ -3314,7 +3333,7 @@ Z = (195, 195, 195) .....CLJACLJAAAA ...LLLLJ.LLLLKAA } -# tile 173 (fire giant) +# tile 174 (fire giant) { ....PPDDDDAA.... ....PDDDDDDDA... @@ -3333,7 +3352,7 @@ Z = (195, 195, 195) .....CLJACLJAAAA ...LLLLJ.LLLLKAA } -# tile 174 (frost giant) +# tile 175 (frost giant) { .....KJJJJAA.... ....KJJJJJJJA... @@ -3352,7 +3371,7 @@ Z = (195, 195, 195) .....CLJACLJAAAA ...LLLLJ.CLLLKAA } -# tile 175 (ettin) +# tile 176 (ettin) { ....NN..ONOP.... ..NNOOPNNOOPP... @@ -3371,7 +3390,7 @@ Z = (195, 195, 195) .....BPAABPAAAAA ...PPPPA.BPPPFAA } -# tile 176 (storm giant) +# tile 177 (storm giant) { ......JJJJAA.... ....JJJJJJJJA... @@ -3390,7 +3409,7 @@ Z = (195, 195, 195) .....CLJACCJAAAA ...LLLLJ.LLLLKAA } -# tile 177 (titan) +# tile 178 (titan) { .....AAAAAAA.... ....AALLLLAAA... @@ -3409,7 +3428,7 @@ Z = (195, 195, 195) .....CLJACLJAAAA ...LLLLJ.CLLLKAA } -# tile 178 (minotaur) +# tile 179 (minotaur) { ................ .O..........O... @@ -3428,7 +3447,7 @@ Z = (195, 195, 195) ....CLCACLCAAAAA ..LLLLL.LLLLLAA. } -# tile 179 (jabberwock) +# tile 180 (jabberwock) { ................ ...DP........... @@ -3447,7 +3466,7 @@ Z = (195, 195, 195) ...IDAA..ID..... ................ } -# tile 180 (vorpal jabberwock) +# tile 181 (vorpal jabberwock) { ................ ...GP........... @@ -3466,7 +3485,7 @@ Z = (195, 195, 195) ...FGAA..FG..... ................ } -# tile 181 (Keystone Kop) +# tile 182 (Keystone Kop) { ................ ....AA.......... @@ -3485,7 +3504,7 @@ Z = (195, 195, 195) ..AA....AA...... ................ } -# tile 182 (Kop Sergeant) +# tile 183 (Kop Sergeant) { ................ ....AA.......... @@ -3504,7 +3523,7 @@ Z = (195, 195, 195) ..AA....AA...... ................ } -# tile 183 (Kop Lieutenant) +# tile 184 (Kop Lieutenant) { ................ ....AA.......... @@ -3523,7 +3542,7 @@ Z = (195, 195, 195) ..AA....AA...... ................ } -# tile 184 (Kop Kaptain) +# tile 185 (Kop Kaptain) { ................ ....AA....C..... @@ -3542,7 +3561,7 @@ Z = (195, 195, 195) ..AA....AA...... ................ } -# tile 185 (lich) +# tile 186 (lich) { ................ ................ @@ -3561,7 +3580,7 @@ Z = (195, 195, 195) ......OOO....... ................ } -# tile 186 (demilich) +# tile 187 (demilich) { ................ ................ @@ -3580,7 +3599,7 @@ Z = (195, 195, 195) ......LLL....... ................ } -# tile 187 (master lich) +# tile 188 (master lich) { ...H............ ...HCH.H........ @@ -3599,7 +3618,7 @@ Z = (195, 195, 195) ......OOO....... ................ } -# tile 188 (arch-lich) +# tile 189 (arch-lich) { ................ ................ @@ -3618,7 +3637,7 @@ Z = (195, 195, 195) ......OOO....... ................ } -# tile 189 (kobold mummy) +# tile 190 (kobold mummy) { ................ ................ @@ -3637,7 +3656,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 190 (gnome mummy) +# tile 191 (gnome mummy) { ................ ................ @@ -3656,7 +3675,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 191 (orc mummy) +# tile 192 (orc mummy) { ................ ................ @@ -3675,7 +3694,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 192 (dwarf mummy) +# tile 193 (dwarf mummy) { ................ ................ @@ -3694,7 +3713,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 193 (elf mummy) +# tile 194 (elf mummy) { ................ ................ @@ -3713,7 +3732,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 194 (human mummy) +# tile 195 (human mummy) { ................ ................ @@ -3732,7 +3751,7 @@ Z = (195, 195, 195) ..NNN.NNNA...... ................ } -# tile 195 (ettin mummy) +# tile 196 (ettin mummy) { .....NN..ONOO... ...NNOOONNOOOO.. @@ -3751,7 +3770,7 @@ Z = (195, 195, 195) .....NOOANOOAAAA ...OOOOO.OOOOKAA } -# tile 196 (giant mummy) +# tile 197 (giant mummy) { ......ONOOAA.... ....ONNNOOOOA... @@ -3770,7 +3789,7 @@ Z = (195, 195, 195) .....NOOANOOAAAA ...OOOOO.OOOOKAA } -# tile 197 (red naga hatchling) +# tile 198 (red naga hatchling) { ................ ................ @@ -3789,7 +3808,7 @@ Z = (195, 195, 195) ....IIDDDDDA.... ................ } -# tile 198 (black naga hatchling) +# tile 199 (black naga hatchling) { ................ ................ @@ -3808,7 +3827,7 @@ Z = (195, 195, 195) ....AAAAAAAA.... ................ } -# tile 199 (golden naga hatchling) +# tile 200 (golden naga hatchling) { ................ ................ @@ -3827,7 +3846,7 @@ Z = (195, 195, 195) ....NNHHHHHA.... ................ } -# tile 200 (guardian naga hatchling) +# tile 201 (guardian naga hatchling) { ................ ................ @@ -3846,7 +3865,7 @@ Z = (195, 195, 195) ....GGFFFFFA.... ................ } -# tile 201 (red naga) +# tile 202 (red naga) { ................ ....KK.......... @@ -3865,7 +3884,7 @@ Z = (195, 195, 195) .....DDAA..DDA.. ..........DA.... } -# tile 202 (black naga) +# tile 203 (black naga) { ................ ....KK.......... @@ -3884,7 +3903,7 @@ Z = (195, 195, 195) .....AAPP..AAP.. ..........AP.... } -# tile 203 (golden naga) +# tile 204 (golden naga) { ................ ....KK.......... @@ -3903,7 +3922,7 @@ Z = (195, 195, 195) .....HHAA..HHA.. ..........HA.... } -# tile 204 (guardian naga) +# tile 205 (guardian naga) { ................ ....KK.......... @@ -3922,7 +3941,7 @@ Z = (195, 195, 195) .....FFAA..FFA.. ..........FA.... } -# tile 205 (ogre) +# tile 206 (ogre) { ................ ................ @@ -3941,7 +3960,7 @@ Z = (195, 195, 195) ....CJJJCLAAAAAA ..LLLLL.LLLLLAA. } -# tile 206 (ogre lord) +# tile 207 (ogre lord) { ................ ................ @@ -3960,7 +3979,7 @@ Z = (195, 195, 195) ....CJJJCLAAAAAA ..LLLLL.LLLLLAA. } -# tile 207 (ogre king) +# tile 208 (ogre king) { ...H..C..H...... ...HDCHCDH...... @@ -3979,7 +3998,7 @@ Z = (195, 195, 195) ....CJJJCLAAAAAA ..LLLLL.LLLLLAA. } -# tile 208 (gray ooze) +# tile 209 (gray ooze) { ................ ................ @@ -3998,7 +4017,7 @@ Z = (195, 195, 195) .........KCCCJ.. ................ } -# tile 209 (brown pudding) +# tile 210 (brown pudding) { ................ ................ @@ -4017,7 +4036,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 210 (green slime) +# tile 211 (green slime) { ................ ................ @@ -4036,7 +4055,7 @@ Z = (195, 195, 195) NGGFGGF..GF..... ..GGF..GGF..G... } -# tile 211 (black pudding) +# tile 212 (black pudding) { ........A....... ........AA...... @@ -4055,7 +4074,7 @@ Z = (195, 195, 195) ........AAAAAAAA ..........AAAA.. } -# tile 212 (quantum mechanic) +# tile 213 (quantum mechanic) { ................ ......LLLL...... @@ -4074,7 +4093,26 @@ Z = (195, 195, 195) ....NAAEBAANN... ................ } -# tile 213 (rust monster) +# tile 214 (genetic engineer) +{ + MMMMMMMMMMMMMMMM + MMMMMMLLLLMMMMMM + MMMKIIKLKIIKMMMM + MMMINNILINNILMMM + DGDIANIIIANILMMM + GGGKIIKLKIIKLMMM + MGAMMCLLLCCLMMMM + MGLNMLLAALLAAAAM + MGLNNMLLLLJAAAAM + MGAMNNJJJJNAAAMM + MGAMBNNNONNNAAMM + MMGAMNNNONNLAAMM + MMMMMNPEPENAMAMM + MMMMMNPEPENNMMMM + MMMMNAAEPAANNMMM + MMMMMMMMMMMMMMMM +} +# tile 215 (rust monster) { ................ ....EEEE........ @@ -4093,7 +4131,7 @@ Z = (195, 195, 195) ......AAAA...... ................ } -# tile 214 (disenchanter) +# tile 216 (disenchanter) { ................ ....PPPP........ @@ -4112,7 +4150,7 @@ Z = (195, 195, 195) ......AAAA...... ................ } -# tile 215 (garter snake) +# tile 217 (garter snake) { ................ ................ @@ -4131,7 +4169,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 216 (snake) +# tile 218 (snake) { ................ ................ @@ -4150,7 +4188,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 217 (water moccasin) +# tile 219 (water moccasin) { ................ ................ @@ -4169,7 +4207,7 @@ Z = (195, 195, 195) .....AAAAA...... ................ } -# tile 218 (python) +# tile 220 (python) { ................ ................ @@ -4188,7 +4226,7 @@ Z = (195, 195, 195) .....JJJJJAA.... ................ } -# tile 219 (pit viper) +# tile 221 (pit viper) { ................ ................ @@ -4207,7 +4245,7 @@ Z = (195, 195, 195) ......AAAA...... ................ } -# tile 220 (cobra) +# tile 222 (cobra) { ................ ................ @@ -4226,7 +4264,7 @@ Z = (195, 195, 195) .....AAAAAAAAA.. ................ } -# tile 221 (troll) +# tile 223 (troll) { ................ ..AAAAAA........ @@ -4245,7 +4283,7 @@ Z = (195, 195, 195) ..KJA..KA....... ................ } -# tile 222 (ice troll) +# tile 224 (ice troll) { ................ ..OONOOO........ @@ -4264,7 +4302,7 @@ Z = (195, 195, 195) ..KJA..KA....... ................ } -# tile 223 (rock troll) +# tile 225 (rock troll) { ................ ...AAAAA........ @@ -4283,7 +4321,7 @@ Z = (195, 195, 195) ..KJA..KA....... ................ } -# tile 224 (water troll) +# tile 226 (water troll) { ................ ...AAAAA........ @@ -4302,7 +4340,7 @@ Z = (195, 195, 195) ..KJA..KA....... ................ } -# tile 225 (Olog-hai) +# tile 227 (Olog-hai) { ...PPPPP........ ..PPAAAPP....... @@ -4321,7 +4359,7 @@ Z = (195, 195, 195) ..AAA.AAA....... ................ } -# tile 226 (umber hulk) +# tile 228 (umber hulk) { ................ ...AAAAA........ @@ -4340,7 +4378,7 @@ Z = (195, 195, 195) .AAAP..AAP...... ................ } -# tile 227 (vampire) +# tile 229 (vampire) { ................ ................ @@ -4359,7 +4397,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 228 (vampire lord) +# tile 230 (vampire lord) { ................ .....AAAA....... @@ -4378,7 +4416,7 @@ Z = (195, 195, 195) .N..AAPP..AP.... ................ } -# tile 229 (vampire mage) +# tile 231 (vampire mage) { ................ ................ @@ -4397,7 +4435,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 230 (Vlad the Impaler) +# tile 232 (Vlad the Impaler) { ................ ..N..AAAA....... @@ -4416,7 +4454,7 @@ Z = (195, 195, 195) ..N.AAPP..AP.... ................ } -# tile 231 (barrow wight) +# tile 233 (barrow wight) { ................ ................ @@ -4435,7 +4473,7 @@ Z = (195, 195, 195) .J.....LLAA..... ................ } -# tile 232 (wraith) +# tile 234 (wraith) { ................ ................ @@ -4454,7 +4492,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 233 (Nazgul) +# tile 235 (Nazgul) { ................ ................ @@ -4473,7 +4511,7 @@ Z = (195, 195, 195) ......PPPPA..... ................ } -# tile 234 (xorn) +# tile 236 (xorn) { ................ ................ @@ -4492,7 +4530,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 235 (monkey) +# tile 237 (monkey) { ................ ................ @@ -4511,7 +4549,7 @@ Z = (195, 195, 195) .....JJA.JJA.... ................ } -# tile 236 (ape) +# tile 238 (ape) { ................ ................ @@ -4530,7 +4568,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 237 (owlbear) +# tile 239 (owlbear) { ................ ....K.....K..... @@ -4549,7 +4587,7 @@ Z = (195, 195, 195) ...PJPJAJPJPA... ................ } -# tile 238 (yeti) +# tile 240 (yeti) { ................ ....BNNN........ @@ -4568,7 +4606,7 @@ Z = (195, 195, 195) ..BNNA..NNA..... ................ } -# tile 239 (carnivorous ape) +# tile 241 (carnivorous ape) { ................ ................ @@ -4587,7 +4625,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 240 (sasquatch) +# tile 242 (sasquatch) { ................ ....CCCCC....... @@ -4606,7 +4644,7 @@ Z = (195, 195, 195) .CJJJKACKJJKA... ................ } -# tile 241 (kobold zombie) +# tile 243 (kobold zombie) { ................ ................ @@ -4625,7 +4663,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 242 (gnome zombie) +# tile 244 (gnome zombie) { ................ ................ @@ -4644,7 +4682,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 243 (orc zombie) +# tile 245 (orc zombie) { ................ ................ @@ -4663,7 +4701,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 244 (dwarf zombie) +# tile 246 (dwarf zombie) { ................ ................ @@ -4682,7 +4720,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 245 (elf zombie) +# tile 247 (elf zombie) { ................ ................ @@ -4701,7 +4739,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 246 (human zombie) +# tile 248 (human zombie) { ......AAA....... .....FFGAA...... @@ -4720,7 +4758,7 @@ Z = (195, 195, 195) ....GGAGGA...... ................ } -# tile 247 (ettin zombie) +# tile 249 (ettin zombie) { ....NN..ONOP.... ..NNOOPNNOOPP... @@ -4739,7 +4777,7 @@ Z = (195, 195, 195) .....GFAAGFAAAAA ...FFFFA.GFFFFAA } -# tile 248 (ghoul) +# tile 250 (ghoul) { ......AAA....... .....OOOAA...... @@ -4758,7 +4796,7 @@ Z = (195, 195, 195) ....OOAOOA...... ................ } -# tile 249 (giant zombie) +# tile 251 (giant zombie) { ......JJJJAA.... ....JJJJJJJJA... @@ -4777,7 +4815,7 @@ Z = (195, 195, 195) ....GFFAGFFAAAAA ...GFFAAGFFFAAAA } -# tile 250 (skeleton) +# tile 252 (skeleton) { ................ ................ @@ -4796,7 +4834,7 @@ Z = (195, 195, 195) ......OOO....... ................ } -# tile 251 (straw golem) +# tile 253 (straw golem) { ......LJ........ ......LJHJ...... @@ -4815,7 +4853,7 @@ Z = (195, 195, 195) ....HALA.AHAAL.. ..........L..... } -# tile 252 (paper golem) +# tile 254 (paper golem) { ................ .......OA....... @@ -4834,7 +4872,7 @@ Z = (195, 195, 195) ....OOA...OOA... ................ } -# tile 253 (rope golem) +# tile 255 (rope golem) { ................ ................ @@ -4853,7 +4891,7 @@ Z = (195, 195, 195) ...O.A....OAA... ....OA.......... } -# tile 254 (gold golem) +# tile 256 (gold golem) { ................ ......HNH....... @@ -4872,7 +4910,7 @@ Z = (195, 195, 195) H...HNC.AHNC.A.H ..H............. } -# tile 255 (leather golem) +# tile 257 (leather golem) { ......KKKK...... .....KHKHJ...... @@ -4891,7 +4929,7 @@ Z = (195, 195, 195) ...KJJA..KJJA... ....KA....KA.... } -# tile 256 (wood golem) +# tile 258 (wood golem) { ................ ......KCKJ...... @@ -4910,7 +4948,7 @@ Z = (195, 195, 195) ....KCKJAKCKJA.. ................ } -# tile 257 (flesh golem) +# tile 259 (flesh golem) { ................ ................ @@ -4929,7 +4967,7 @@ Z = (195, 195, 195) ..LLDDD..DDDDD.. ................ } -# tile 258 (clay golem) +# tile 260 (clay golem) { ................ ................ @@ -4948,7 +4986,7 @@ Z = (195, 195, 195) ..CKKKA.CKKKAA.. ................ } -# tile 259 (stone golem) +# tile 261 (stone golem) { ................ ................ @@ -4967,7 +5005,7 @@ Z = (195, 195, 195) ...PPAA.PPPA.... ................ } -# tile 260 (glass golem) +# tile 262 (glass golem) { ................ .....BBBBBBA.... @@ -4986,7 +5024,7 @@ Z = (195, 195, 195) ..BNPA....NPAA.. ...BA.....BPA... } -# tile 261 (iron golem) +# tile 263 (iron golem) { ................ ......PBP....... @@ -5005,7 +5043,7 @@ Z = (195, 195, 195) ....PBP.APBP.A.. ................ } -# tile 262 (human) +# tile 264 (human) { ................ ................ @@ -5024,7 +5062,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 263 (wererat) +# tile 265 (wererat) { ................ ................ @@ -5043,7 +5081,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 264 (werejackal) +# tile 266 (werejackal) { ................ ................ @@ -5062,7 +5100,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 265 (werewolf) +# tile 267 (werewolf) { ................ ................ @@ -5081,7 +5119,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 266 (elf) +# tile 268 (elf) { ................ .........G...... @@ -5100,7 +5138,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 267 (Woodland-elf) +# tile 269 (Woodland-elf) { ................ ................ @@ -5119,7 +5157,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 268 (Green-elf) +# tile 270 (Green-elf) { ................ ................ @@ -5138,7 +5176,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 269 (Grey-elf) +# tile 271 (Grey-elf) { ................ ................ @@ -5157,7 +5195,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 270 (elf-lord) +# tile 272 (elf-lord) { ................ ................ @@ -5176,7 +5214,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 271 (Elvenking) +# tile 273 (Elvenking) { ................ ................ @@ -5195,7 +5233,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 272 (doppelganger) +# tile 274 (doppelganger) { ................ ......CCCC..I... @@ -5214,7 +5252,7 @@ Z = (195, 195, 195) ..CD.LLAALLADC.. ................ } -# tile 273 (shopkeeper) +# tile 275 (shopkeeper) { ................ ................ @@ -5233,7 +5271,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 274 (guard) +# tile 276 (guard) { ................ .....BBPPPAA.... @@ -5252,7 +5290,7 @@ Z = (195, 195, 195) .....BPPABPPAAAA ....BPPP.BPPPAAA } -# tile 275 (prisoner) +# tile 277 (prisoner) { ................ ................ @@ -5271,7 +5309,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 276 (Oracle) +# tile 278 (Oracle) { ................ ................ @@ -5290,7 +5328,7 @@ Z = (195, 195, 195) ....LELLLLELAA.. ................ } -# tile 277 (aligned priest) +# tile 279 (aligned priest) { ................ INI............. @@ -5309,7 +5347,7 @@ Z = (195, 195, 195) .JACCCJJCCCAA... ................ } -# tile 278 (high priest) +# tile 280 (high priest) { .INI............ IIIII.KCCK...... @@ -5328,7 +5366,7 @@ Z = (195, 195, 195) ..HACCCJJCCCAA.. ................ } -# tile 279 (soldier) +# tile 281 (soldier) { .....J.......... .....JAAA....... @@ -5347,7 +5385,7 @@ Z = (195, 195, 195) .....JJ.JJ...... ................ } -# tile 280 (sergeant) +# tile 282 (sergeant) { .....J.......... .....JFFF....... @@ -5366,7 +5404,7 @@ Z = (195, 195, 195) .....AA.AA...... ................ } -# tile 281 (nurse) +# tile 283 (nurse) { ................ .......NO....... @@ -5385,7 +5423,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 282 (lieutenant) +# tile 284 (lieutenant) { ................ .......FFF...... @@ -5404,7 +5442,7 @@ Z = (195, 195, 195) .....AA.AA...... ................ } -# tile 283 (captain) +# tile 285 (captain) { ................ ......FHHF...... @@ -5423,7 +5461,7 @@ Z = (195, 195, 195) .....AA.AAAAA... ................ } -# tile 284 (watchman) +# tile 286 (watchman) { ................ ......PPP....... @@ -5442,7 +5480,7 @@ Z = (195, 195, 195) ....JJJ.JJJ..... ................ } -# tile 285 (watch captain) +# tile 287 (watch captain) { ......PPP....... .....PHHHP...... @@ -5461,7 +5499,7 @@ Z = (195, 195, 195) ....JJJ.JJJ..... ................ } -# tile 286 (Medusa) +# tile 288 (Medusa) { ................ ..GA...GA....... @@ -5480,7 +5518,7 @@ Z = (195, 195, 195) ..IIKIKIKIA..... ................ } -# tile 287 (Wizard of Yendor) +# tile 289 (Wizard of Yendor) { .EEE.......EEE.. EFFAE..E..EAFFE. @@ -5499,7 +5537,7 @@ Z = (195, 195, 195) .EEEEEEEEEEEAAA. EEEEEEEEEEEEEEA. } -# tile 288 (Croesus) +# tile 290 (Croesus) { ....H..H..H..... ....HCHEHCH..... @@ -5518,7 +5556,7 @@ Z = (195, 195, 195) .GIIIKJJKKIIIGG. ................ } -# tile 289 (Charon) +# tile 291 (Charon) { ................ .......J........ @@ -5537,7 +5575,7 @@ Z = (195, 195, 195) .JJJJJJJJJJJAAA. JJJJJJJJJJJJJJA. } -# tile 290 (ghost) +# tile 292 (ghost) { ................ ................ @@ -5556,7 +5594,7 @@ Z = (195, 195, 195) .O...P....P..... ........P....... } -# tile 291 (shade) +# tile 293 (shade) { ................ ................ @@ -5575,7 +5613,7 @@ Z = (195, 195, 195) AAAA.AAAAJA..... ................ } -# tile 292 (water demon) +# tile 294 (water demon) { ................ ................ @@ -5594,7 +5632,7 @@ Z = (195, 195, 195) ....EEAEEA...... ................ } -# tile 293 (succubus) +# tile 295 (succubus) { DD.OHHD......... DDOHHDGD........ @@ -5613,7 +5651,7 @@ Z = (195, 195, 195) ....DDAA..DDAA.. ...DDJA...DDDA.. } -# tile 294 (horned devil) +# tile 296 (horned devil) { ................ ................ @@ -5632,7 +5670,7 @@ Z = (195, 195, 195) ..CDDAA.DDK..... ................ } -# tile 295 (incubus) +# tile 297 (incubus) { DD.OHHD......... DDOHHDGD........ @@ -5651,7 +5689,7 @@ Z = (195, 195, 195) ...DDKAA..DDAA.. ..DDKAA...DDDA.. } -# tile 296 (erinys) +# tile 298 (erinys) { ..GA...GA....... ...FA.FA..GA.... @@ -5670,7 +5708,7 @@ Z = (195, 195, 195) ..BBEBEBEBA..... ................ } -# tile 297 (barbed devil) +# tile 299 (barbed devil) { ................ ................ @@ -5689,7 +5727,7 @@ Z = (195, 195, 195) .CCDDAA.DDKK.... ................ } -# tile 298 (marilith) +# tile 300 (marilith) { .D..HHH.....D... DD.HHHHHA...DD.. @@ -5708,7 +5746,7 @@ Z = (195, 195, 195) ..FGFFFFFFFFFA.. ....GFFFFFFAA... } -# tile 299 (vrock) +# tile 301 (vrock) { ................ ......OPP.O..... @@ -5727,7 +5765,7 @@ Z = (195, 195, 195) .....DDA.DDA.... ................ } -# tile 300 (hezrou) +# tile 302 (hezrou) { ................ ................ @@ -5746,7 +5784,7 @@ Z = (195, 195, 195) ...........FFFA. ................ } -# tile 301 (bone devil) +# tile 303 (bone devil) { ................ ................ @@ -5765,7 +5803,7 @@ Z = (195, 195, 195) ..NOOAA.OOL..... ................ } -# tile 302 (ice devil) +# tile 304 (ice devil) { ................ ................ @@ -5784,7 +5822,7 @@ Z = (195, 195, 195) ..BNNAA.NNP..... ................ } -# tile 303 (nalfeshnee) +# tile 305 (nalfeshnee) { ................ ................ @@ -5803,7 +5841,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 304 (pit fiend) +# tile 306 (pit fiend) { ................ .K.O.......O.K.. @@ -5822,7 +5860,7 @@ Z = (195, 195, 195) ...CDDAA.DDK.... ................ } -# tile 305 (sandestin) +# tile 307 (sandestin) { .....CCCCC..I... .I..CD....C..... @@ -5841,7 +5879,7 @@ Z = (195, 195, 195) .CD.DDAADDDADC.. ................ } -# tile 306 (balrog) +# tile 308 (balrog) { ................ .K..O.....O..K.. @@ -5860,7 +5898,7 @@ Z = (195, 195, 195) ..CDDDAA.DDDK.AA ................ } -# tile 307 (Juiblex) +# tile 309 (Juiblex) { ................ DD.........DD... @@ -5879,7 +5917,7 @@ Z = (195, 195, 195) .CCCCCCCCCCCKA.. ................ } -# tile 308 (Yeenoghu) +# tile 310 (Yeenoghu) { ....B.HHP....... ....BPPPP....... @@ -5898,7 +5936,7 @@ Z = (195, 195, 195) ...BPAA.PPA..... ................ } -# tile 309 (Orcus) +# tile 311 (Orcus) { ................ .K..O.....O..K.. @@ -5917,7 +5955,7 @@ Z = (195, 195, 195) ...OOPPAOOPPAGA. ................ } -# tile 310 (Geryon) +# tile 312 (Geryon) { .K...........K.. .K....JJJ....KJ. @@ -5936,7 +5974,7 @@ Z = (195, 195, 195) ....FGGGFFFFFFFA .....FFFFFFFFFA. } -# tile 311 (Dispater) +# tile 313 (Dispater) { ................ ......OJJO...... @@ -5955,7 +5993,7 @@ Z = (195, 195, 195) .....PPA.PPA.... ................ } -# tile 312 (Baalzebub) +# tile 314 (Baalzebub) { ......F...F..... .......F.F...... @@ -5974,7 +6012,7 @@ Z = (195, 195, 195) .....FFA..FF.... ................ } -# tile 313 (Asmodeus) +# tile 315 (Asmodeus) { ................ ......OJJO...... @@ -5993,7 +6031,7 @@ Z = (195, 195, 195) .....PPA.PPA.... ................ } -# tile 314 (Demogorgon) +# tile 316 (Demogorgon) { ...KKK..KKK..... ..KBKBK.BKBK.... @@ -6012,7 +6050,7 @@ Z = (195, 195, 195) ..GAGFAFFFAFA... ................ } -# tile 315 (Death) +# tile 317 (Death) { .BBBB....JJJ.... .BPPPP.JJJJ..... @@ -6031,7 +6069,7 @@ Z = (195, 195, 195) .CJJAAAAAAAAJJA. ACJAAAAAAAAAAAJ. } -# tile 316 (Pestilence) +# tile 318 (Pestilence) { F........JJJ.... ..F....JJJJ..... @@ -6050,7 +6088,7 @@ Z = (195, 195, 195) ..JJFBFAFFAJJJA. .JJAAFAFAAAAAAJ. } -# tile 317 (Famine) +# tile 319 (Famine) { .........JJJ.... .......JJJ...... @@ -6069,7 +6107,7 @@ Z = (195, 195, 195) K...JJAAAJJAA... K..JJAAAAAJJJA.. } -# tile 318 (mail daemon) +# tile 320 (mail daemon) { ...OP.BEEE.PO... ...OOEBEEEEOOD.. @@ -6088,7 +6126,7 @@ Z = (195, 195, 195) ..CDDDAAA.DDDK.. ................ } -# tile 319 (djinni) +# tile 321 (djinni) { .LL..NNN..LL.... ..L..NGNA.L..... @@ -6107,7 +6145,7 @@ Z = (195, 195, 195) .........IFED... ................ } -# tile 320 (jellyfish) +# tile 322 (jellyfish) { ................ .....PBPA....... @@ -6126,7 +6164,7 @@ Z = (195, 195, 195) ..PEE.P.E..E.... .P..E.P..E...... } -# tile 321 (piranha) +# tile 323 (piranha) { ................ ................ @@ -6145,7 +6183,7 @@ Z = (195, 195, 195) .....E..P....... ....E..E...E.... } -# tile 322 (shark) +# tile 324 (shark) { ................ ................ @@ -6164,7 +6202,7 @@ Z = (195, 195, 195) PDNPPEE..EE..... .PPPE..EEE..E... } -# tile 323 (giant eel) +# tile 325 (giant eel) { ................ ................ @@ -6183,7 +6221,7 @@ Z = (195, 195, 195) ...EE.AAAAE.E... ..E...EE.E...E.. } -# tile 324 (electric eel) +# tile 326 (electric eel) { ................ ................ @@ -6202,7 +6240,7 @@ Z = (195, 195, 195) ...EE.AAADE.E... ..E...EE.E...E.. } -# tile 325 (kraken) +# tile 327 (kraken) { ................ ................ @@ -6221,7 +6259,7 @@ Z = (195, 195, 195) EEEEEEE..EE..... ..EEE..EEE..E... } -# tile 326 (newt) +# tile 328 (newt) { ................ ................ @@ -6240,7 +6278,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 327 (gecko) +# tile 329 (gecko) { ................ ................ @@ -6259,7 +6297,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 328 (iguana) +# tile 330 (iguana) { ................ ................ @@ -6278,7 +6316,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 329 (baby crocodile) +# tile 331 (baby crocodile) { ................ ................ @@ -6297,7 +6335,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 330 (lizard) +# tile 332 (lizard) { ................ ................ @@ -6316,7 +6354,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 331 (chameleon) +# tile 333 (chameleon) { ................ ................ @@ -6335,7 +6373,7 @@ Z = (195, 195, 195) .DD............. ................ } -# tile 332 (crocodile) +# tile 334 (crocodile) { ................ ................ @@ -6354,7 +6392,7 @@ Z = (195, 195, 195) .DF............. ................ } -# tile 333 (salamander) +# tile 335 (salamander) { ................ ................ @@ -6373,7 +6411,7 @@ Z = (195, 195, 195) ..ACCA.......... ...AAA.......... } -# tile 334 (long worm tail) +# tile 336 (long worm tail) { ........ILLLL... ......IILLAA.... @@ -6392,7 +6430,7 @@ Z = (195, 195, 195) .LLLIIIILLLA.... ...LLLLLAAA..... } -# tile 335 (archeologist) +# tile 337 (archeologist) { ................ ................ @@ -6411,7 +6449,7 @@ Z = (195, 195, 195) .....CJJ.JKJ.... ................ } -# tile 336 (barbarian) +# tile 338 (barbarian) { ................ ................ @@ -6430,7 +6468,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 337 (caveman) +# tile 339 (caveman) { ................ ................ @@ -6449,7 +6487,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 338 (cavewoman) +# tile 340 (cavewoman) { ................ ................ @@ -6468,7 +6506,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 339 (healer) +# tile 341 (healer) { ................ .......NN....... @@ -6487,7 +6525,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 340 (knight) +# tile 342 (knight) { ................ ................ @@ -6506,7 +6544,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 341 (monk) +# tile 343 (monk) { ................ ................ @@ -6525,7 +6563,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 342 (priest) +# tile 344 (priest) { ................ ................ @@ -6544,7 +6582,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 343 (priestess) +# tile 345 (priestess) { ................ .......JJ....... @@ -6563,7 +6601,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 344 (ranger) +# tile 346 (ranger) { ................ ................ @@ -6582,7 +6620,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 345 (rogue) +# tile 347 (rogue) { ................ ................ @@ -6601,7 +6639,7 @@ Z = (195, 195, 195) .....KKA.KKA.... ................ } -# tile 346 (samurai) +# tile 348 (samurai) { ................ ................ @@ -6620,7 +6658,7 @@ Z = (195, 195, 195) .....IIA.IIA.... ................ } -# tile 347 (tourist) +# tile 349 (tourist) { ................ ................ @@ -6639,7 +6677,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 348 (valkyrie) +# tile 350 (valkyrie) { ................ ................ @@ -6658,7 +6696,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 349 (wizard) +# tile 351 (wizard) { ................ .........BP..... @@ -6677,7 +6715,7 @@ Z = (195, 195, 195) ....BPPPPPPE.... ................ } -# tile 350 (Lord Carnarvon) +# tile 352 (Lord Carnarvon) { .......JJ....... ......KJJJ...... @@ -6696,7 +6734,7 @@ Z = (195, 195, 195) .....PPA.PPA.... ................ } -# tile 351 (Pelias) +# tile 353 (Pelias) { ................ .......JJ....... @@ -6715,7 +6753,7 @@ Z = (195, 195, 195) .....PPA.PPA.... ................ } -# tile 352 (Shaman Karnov) +# tile 354 (Shaman Karnov) { ................ .......JJA...... @@ -6734,7 +6772,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 353 (Earendil) +# tile 355 (Earendil) { .........G...... ....B..GGF..B... @@ -6753,7 +6791,7 @@ Z = (195, 195, 195) .....AAAAAA..... ................ } -# tile 354 (Elwing) +# tile 356 (Elwing) { .........G...... ....B..GGF..B... @@ -6772,7 +6810,7 @@ Z = (195, 195, 195) .....AAAAAA..... ................ } -# tile 355 (Hippocrates) +# tile 357 (Hippocrates) { ................ ....LLLCCD...... @@ -6791,7 +6829,7 @@ Z = (195, 195, 195) .LCCCCCCCDA..... ................ } -# tile 356 (King Arthur) +# tile 358 (King Arthur) { ................ ................ @@ -6810,7 +6848,7 @@ Z = (195, 195, 195) ....PPAA.PPA.... ................ } -# tile 357 (Grand Master) +# tile 359 (Grand Master) { ................ .......LL....... @@ -6829,7 +6867,7 @@ Z = (195, 195, 195) ..JACCCCCCCCAA.. ................ } -# tile 358 (Arch Priest) +# tile 360 (Arch Priest) { ..N............. .NNN..JLLJ...... @@ -6848,7 +6886,7 @@ Z = (195, 195, 195) ..HACCCJJCCCAA.. ................ } -# tile 359 (Orion) +# tile 361 (Orion) { ................ ................ @@ -6867,7 +6905,7 @@ Z = (195, 195, 195) ......BPAPAA.A.. .....PPA.PPA.... } -# tile 360 (Master of Thieves) +# tile 362 (Master of Thieves) { ................ ...H.....H...... @@ -6886,7 +6924,7 @@ Z = (195, 195, 195) ...JJA..JJA..... ................ } -# tile 361 (Lord Sato) +# tile 363 (Lord Sato) { .....AAA........ .....AAA........ @@ -6905,7 +6943,7 @@ Z = (195, 195, 195) ..IIIA.IIIAA.... ................ } -# tile 362 (Twoflower) +# tile 364 (Twoflower) { ................ ................ @@ -6924,7 +6962,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 363 (Norn) +# tile 365 (Norn) { ................ ................ @@ -6943,7 +6981,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 364 (Neferet the Green) +# tile 366 (Neferet the Green) { ................ ................ @@ -6962,7 +7000,7 @@ Z = (195, 195, 195) ...BPPPPPPPE.... ................ } -# tile 365 (Minion of Huhetotl) +# tile 367 (Minion of Huhetotl) { ...OP......PO... ...OODDDDDDOOD.. @@ -6981,7 +7019,7 @@ Z = (195, 195, 195) ..CDDDAAA.DDDK.. ................ } -# tile 366 (Thoth Amon) +# tile 368 (Thoth Amon) { ................ ......OJJO...... @@ -7000,7 +7038,7 @@ Z = (195, 195, 195) .....PPA.PPA.... ................ } -# tile 367 (Chromatic Dragon) +# tile 369 (Chromatic Dragon) { ......GGGFA..... .....NFNFEEA.... @@ -7019,7 +7057,7 @@ Z = (195, 195, 195) ....GFAA...CCJA. ........FFFFJA.. } -# tile 368 (Goblin King) +# tile 370 (Goblin King) { ................ ................ @@ -7038,7 +7076,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 369 (Cyclops) +# tile 371 (Cyclops) { ................ ....LLLLL....... @@ -7057,7 +7095,7 @@ Z = (195, 195, 195) ....CJJJCLAAAAAA ..LLLLL.LLLLLAA. } -# tile 370 (Ixoth) +# tile 372 (Ixoth) { ....O......O.... ....O......O.... @@ -7076,7 +7114,7 @@ Z = (195, 195, 195) ..CDDDAAA.DDDK.. ................ } -# tile 371 (Master Kaen) +# tile 373 (Master Kaen) { ................ .......KKA...... @@ -7095,7 +7133,7 @@ Z = (195, 195, 195) ...KJJJJJJJJJA.. ................ } -# tile 372 (Nalzok) +# tile 374 (Nalzok) { ....O......O.... ....O......O.... @@ -7114,7 +7152,7 @@ Z = (195, 195, 195) ..CDDDAAA.DDDK.. ................ } -# tile 373 (Scorpius) +# tile 375 (Scorpius) { .....JLJLJAA.... ....JA.JCJCKAA.. @@ -7133,7 +7171,7 @@ Z = (195, 195, 195) ...D...JAAJA.JJ. ........JA.JA... } -# tile 374 (Master Assassin) +# tile 376 (Master Assassin) { ................ ................ @@ -7152,7 +7190,7 @@ Z = (195, 195, 195) .....AAA.AAA.... ................ } -# tile 375 (Ashikaga Takauji) +# tile 377 (Ashikaga Takauji) { ................ ................ @@ -7171,7 +7209,7 @@ Z = (195, 195, 195) .....IIA.IIA.... ................ } -# tile 376 (Lord Surtur) +# tile 378 (Lord Surtur) { ....PPDDDDAA.... ....PDDDDDDDA... @@ -7190,7 +7228,7 @@ Z = (195, 195, 195) .....BPPABPPAAAA ...LLLLJ.BLLLKAA } -# tile 377 (Dark One) +# tile 379 (Dark One) { ................ ......AAA....... @@ -7209,7 +7247,7 @@ Z = (195, 195, 195) AAAAAAAAAAAAAAAA ................ } -# tile 378 (student) +# tile 380 (student) { ................ ................ @@ -7228,7 +7266,7 @@ Z = (195, 195, 195) .....CJJ.JKJ.... ................ } -# tile 379 (chieftain) +# tile 381 (chieftain) { ................ ................ @@ -7247,7 +7285,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 380 (neanderthal) +# tile 382 (neanderthal) { ................ ................ @@ -7266,7 +7304,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 381 (High-elf) +# tile 383 (High-elf) { .........G...... .......GGF...... @@ -7285,7 +7323,7 @@ Z = (195, 195, 195) ......GFAFAA.... .....KLA.LKA.... } -# tile 382 (attendant) +# tile 384 (attendant) { ................ ................ @@ -7304,7 +7342,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 383 (page) +# tile 385 (page) { ................ ................ @@ -7323,7 +7361,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 384 (abbot) +# tile 386 (abbot) { ................ ................ @@ -7342,7 +7380,7 @@ Z = (195, 195, 195) ....CDCCCDDA.A.. ...CCCCCCCDD.... } -# tile 385 (acolyte) +# tile 387 (acolyte) { ................ ................ @@ -7361,7 +7399,7 @@ Z = (195, 195, 195) ....LCCCCCDD.... ................ } -# tile 386 (hunter) +# tile 388 (hunter) { ................ ................ @@ -7380,7 +7418,7 @@ Z = (195, 195, 195) ....JPPA.PPA.... ................ } -# tile 387 (thug) +# tile 389 (thug) { ................ ................ @@ -7399,7 +7437,7 @@ Z = (195, 195, 195) .....KKA.KKA.... ................ } -# tile 388 (ninja) +# tile 390 (ninja) { ................ ................ @@ -7418,7 +7456,7 @@ Z = (195, 195, 195) .....AAA.AAA.... ................ } -# tile 389 (roshi) +# tile 391 (roshi) { ................ ................ @@ -7437,7 +7475,7 @@ Z = (195, 195, 195) .....PPA.PPA.... ................ } -# tile 390 (guide) +# tile 392 (guide) { ................ ................ @@ -7456,7 +7494,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 391 (warrior) +# tile 393 (warrior) { .....O....O..... .....NO..ON..... @@ -7475,7 +7513,7 @@ Z = (195, 195, 195) .....KLA.LKA.... ................ } -# tile 392 (apprentice) +# tile 394 (apprentice) { ................ ................ @@ -7494,7 +7532,7 @@ Z = (195, 195, 195) ....BPPPPPPE.... ................ } -# tile 393 (invisible monster) +# tile 395 (invisible monster) { ................ ................