From 7817e69c41a145cb9426ec96e0feee2aed6f0be6 Mon Sep 17 00:00:00 2001 From: PatR Date: Sun, 3 May 2020 14:13:08 -0700 Subject: [PATCH] two new monsters from slash'em Adds two monsters originally from slash'em. I used the slash'em tiles this time, also its code as a starting point but made various revisions. Both the tiles could benefit from some touch-ups. displacer beast: blue 'f'. Attempting a melee hit (ie, trying to move to its spot) has a 50:50 chance for it to swap places with you. Fairly tough monster to begin with, then half your ordinary attacks effectively miss and if you try to face a mob by retreating to a corridor or backing into a corner you can end up being drawn back into the open. I added bargethrough capability, and also it won't be fooled about hero's location by Displacement. [It only swaps places during combat when contact is initiated by the hero, not when attacked by another monster or when attacking.] genetic engineer: green 'Q'. Its attack causes the target to be polymorphed unless that target resists. Hero will almost always have magic resistance by the time this monster is encountered, but it can make conflict become risky by hitting and polymorphing other monsters. Slash'em flagged it hell-only but I took that flag off; I also took away its ability to teleport. Slash'em polymorphs the hero if a genetic engineer corpse is eaten; that's included and I introduced that for monsters too. I added both of these to the list of candidates for monster spell 'summon nasties' and for post-Wizard harassment. I also gave all the 'f's infravision. Probably only matters if the hero polymorphs into a feline. Displacer beast is originally from AD&D which depicts it as a six- legged cougar with a pair of tentacles; it has Displacement rather be able to affect an attacker's location. I think genetic engineer is original to slash'em where it expands Q class but seems mainly to be the base monster for Dr.Frankenstein (a unique monster with a one-level side-branch lair in slash'em's incarnation of Gehennom). --- doc/fixes37.0 | 2 + include/display.h | 8 +- include/extern.h | 3 +- include/hack.h | 4 +- include/monattk.h | 1 + include/obj.h | 4 +- src/eat.c | 5 +- src/hack.c | 47 ++- src/mhitm.c | 75 ++++- src/mhitu.c | 4 + src/mon.c | 10 +- src/monmove.c | 23 +- src/monst.c | 52 +-- src/teleport.c | 13 +- src/uhitm.c | 4 + src/wizard.c | 6 +- win/share/monsters.txt | 744 ++++++++++++++++++++++------------------- 17 files changed, 594 insertions(+), 411 deletions(-) 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) { ................ ................