From 8716d92280feaf020b96b63e7f05fb47809a6b6a Mon Sep 17 00:00:00 2001 From: nhmall Date: Mon, 6 Apr 2026 12:38:25 -0400 Subject: [PATCH] objects.txt tile numbering Closes #1496 reported by @horlogeislux --- win/share/objects.txt | 660 +++++++++++++++++++++--------------------- 1 file changed, 330 insertions(+), 330 deletions(-) diff --git a/win/share/objects.txt b/win/share/objects.txt index 986d88e6f..53ebdcf13 100644 --- a/win/share/objects.txt +++ b/win/share/objects.txt @@ -2957,7 +2957,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 152 (wooden shield / shield of drain resistance) +# tile 153 (wooden shield / shield of drain resistance) { ................ ................ @@ -2976,7 +2976,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 152 (wooden shield / shield of shock resistance) +# tile 154 (wooden shield / shield of shock resistance) { ................ ................ @@ -2995,7 +2995,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 153 (blue and green shield / elven shield) +# tile 155 (blue and green shield / elven shield) { ................ ................ @@ -3014,7 +3014,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 154 (white-handed shield / Uruk-hai shield) +# tile 156 (white-handed shield / Uruk-hai shield) { ................ ...K.KKKJJJ.J... @@ -3033,7 +3033,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 155 (red-eyed shield / orcish shield) +# tile 157 (red-eyed shield / orcish shield) { ................ ................ @@ -3052,7 +3052,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 156 (large shield) +# tile 158 (large shield) { ................ ...N.NNNOOO.O... @@ -3071,7 +3071,7 @@ Z = (195, 195, 195) ........AA...... ................ } -# tile 157 (large round shield / dwarvish roundshield) +# tile 159 (large round shield / dwarvish roundshield) { ................ ................ @@ -3090,7 +3090,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 158 (polished silver shield / shield of reflection) +# tile 160 (polished silver shield / shield of reflection) { ................ ................ @@ -3109,7 +3109,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 159 (old gloves / leather gloves) +# tile 161 (old gloves / leather gloves) { ................ ................ @@ -3128,7 +3128,7 @@ Z = (195, 195, 195) .........AAA.... ................ } -# tile 160 (padded gloves / gauntlets of fumbling) +# tile 162 (padded gloves / gauntlets of fumbling) { ................ ................ @@ -3147,7 +3147,7 @@ Z = (195, 195, 195) .........AAA.... ................ } -# tile 161 (riding gloves / gauntlets of power) +# tile 163 (riding gloves / gauntlets of power) { ................ ................ @@ -3166,7 +3166,7 @@ Z = (195, 195, 195) .........AAA.... ................ } -# tile 162 (fencing gloves / gauntlets of dexterity) +# tile 164 (fencing gloves / gauntlets of dexterity) { ................ ................ @@ -3185,7 +3185,7 @@ Z = (195, 195, 195) .........AAA.... ................ } -# tile 163 (walking shoes / low boots) +# tile 165 (walking shoes / low boots) { ................ ................ @@ -3204,7 +3204,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 164 (hard shoes / iron shoes) +# tile 166 (hard shoes / iron shoes) { ................ ................ @@ -3223,7 +3223,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 165 (jackboots / high boots) +# tile 167 (jackboots / high boots) { .......CCKKKK... ......CKAAAAJJ.. @@ -3242,7 +3242,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 166 (combat boots / speed boots) +# tile 168 (combat boots / speed boots) { ................ ................ @@ -3261,7 +3261,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 167 (jungle boots / water walking boots) +# tile 169 (jungle boots / water walking boots) { ................ ................ @@ -3280,7 +3280,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 168 (hiking boots / jumping boots) +# tile 170 (hiking boots / jumping boots) { ................ ................ @@ -3299,7 +3299,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 169 (mud boots / elven boots) +# tile 171 (mud boots / elven boots) { ................ ................ @@ -3318,7 +3318,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 170 (buckled boots / kicking boots) +# tile 172 (buckled boots / kicking boots) { ................ ................ @@ -3337,7 +3337,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 171 (riding boots / fumble boots) +# tile 173 (riding boots / fumble boots) { ................ ................ @@ -3356,7 +3356,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 172 (snow boots / levitation boots) +# tile 174 (snow boots / levitation boots) { ................ ................ @@ -3375,7 +3375,7 @@ Z = (195, 195, 195) ...A.A.A.A.A.A.. ................ } -# tile 173 (wooden / adornment) +# tile 175 (wooden / adornment) { ................ ................ @@ -3394,7 +3394,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 174 (granite / gain strength) +# tile 176 (granite / gain strength) { ................ ................ @@ -3413,7 +3413,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 175 (opal / gain constitution) +# tile 177 (opal / gain constitution) { ................ ................ @@ -3432,7 +3432,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 176 (clay / increase accuracy) +# tile 178 (clay / increase accuracy) { ................ ................ @@ -3451,7 +3451,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 177 (coral / increase damage) +# tile 179 (coral / increase damage) { ................ ................ @@ -3470,7 +3470,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 178 (black onyx / protection) +# tile 180 (black onyx / protection) { ................ ................ @@ -3489,7 +3489,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 179 (moonstone / regeneration) +# tile 181 (moonstone / regeneration) { ................ ................ @@ -3508,7 +3508,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 180 (tiger eye / searching) +# tile 182 (tiger eye / searching) { ................ ................ @@ -3527,7 +3527,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 181 (jade / stealth) +# tile 183 (jade / stealth) { ................ ................ @@ -3546,7 +3546,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 182 (bronze / sustain ability) +# tile 184 (bronze / sustain ability) { ................ ................ @@ -3565,7 +3565,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 183 (agate / levitation) +# tile 185 (agate / levitation) { ................ ................ @@ -3584,7 +3584,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 184 (topaz / hunger) +# tile 186 (topaz / hunger) { ................ ................ @@ -3603,7 +3603,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 185 (sapphire / aggravate monster) +# tile 187 (sapphire / aggravate monster) { ................ ................ @@ -3622,7 +3622,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 186 (ruby / conflict) +# tile 188 (ruby / conflict) { ................ ................ @@ -3641,7 +3641,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 187 (diamond / warning) +# tile 189 (diamond / warning) { ................ ................ @@ -3660,7 +3660,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 188 (pearl / poison resistance) +# tile 190 (pearl / poison resistance) { ................ ................ @@ -3679,7 +3679,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 189 (iron / fire resistance) +# tile 191 (iron / fire resistance) { ................ ................ @@ -3698,7 +3698,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 190 (brass / cold resistance) +# tile 192 (brass / cold resistance) { ................ ................ @@ -3717,7 +3717,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 191 (copper / shock resistance) +# tile 193 (copper / shock resistance) { ................ ................ @@ -3736,7 +3736,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 192 (twisted / free action) +# tile 194 (twisted / free action) { ................ ................ @@ -3755,7 +3755,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 193 (steel / slow digestion) +# tile 195 (steel / slow digestion) { ................ ................ @@ -3774,7 +3774,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 194 (silver / teleportation) +# tile 196 (silver / teleportation) { ................ ................ @@ -3793,7 +3793,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 195 (gold / teleport control) +# tile 197 (gold / teleport control) { ................ ................ @@ -3812,7 +3812,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 196 (ivory / polymorph) +# tile 198 (ivory / polymorph) { ................ ................ @@ -3831,7 +3831,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 197 (emerald / polymorph control) +# tile 199 (emerald / polymorph control) { ................ ................ @@ -3850,7 +3850,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 198 (wire / invisibility) +# tile 200 (wire / invisibility) { ................ ................ @@ -3869,7 +3869,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 199 (engagement / see invisible) +# tile 201 (engagement / see invisible) { ................ ................ @@ -3888,7 +3888,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 200 (shiny / protection from shape changers) +# tile 202 (shiny / protection from shape changers) { ................ ................ @@ -3907,7 +3907,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 201 (circular / amulet of ESP) +# tile 203 (circular / amulet of ESP) { ................ ......LLLLLAA... @@ -3926,7 +3926,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 202 (spherical / amulet of life saving) +# tile 204 (spherical / amulet of life saving) { ................ ......LLLLLAA... @@ -3945,7 +3945,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 203 (oval / amulet of strangulation) +# tile 205 (oval / amulet of strangulation) { ................ ......LLLLLLAA.. @@ -3964,7 +3964,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 204 (triangular / amulet of restful sleep) +# tile 206 (triangular / amulet of restful sleep) { ................ ......LLLLLAA... @@ -3983,7 +3983,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 205 (pyramidal / amulet versus poison) +# tile 207 (pyramidal / amulet versus poison) { ................ ......LLLLLAA... @@ -4002,7 +4002,7 @@ Z = (195, 195, 195) ....KJJJJJJJJA.. .......AAAAAAA.. } -# tile 206 (square / amulet of change) +# tile 208 (square / amulet of change) { ................ ......LLLLLAA... @@ -4021,7 +4021,7 @@ Z = (195, 195, 195) .......AAAAA.... ................ } -# tile 207 (concave / amulet of unchanging) +# tile 209 (concave / amulet of unchanging) { ................ ......LLLLLAA... @@ -4040,7 +4040,7 @@ Z = (195, 195, 195) .......KCCAA.... ........AAA..... } -# tile 208 (hexagonal / amulet of reflection) +# tile 210 (hexagonal / amulet of reflection) { ................ ......LLLLLAA... @@ -4059,7 +4059,7 @@ Z = (195, 195, 195) ........AAA..... ................ } -# tile 209 (octagonal / amulet of magical breathing) +# tile 211 (octagonal / amulet of magical breathing) { ................ ......LLLLLAA... @@ -4078,7 +4078,7 @@ Z = (195, 195, 195) .......KKKAA.... ........AAA..... } -# tile 210 (perforated / amulet of guarding) +# tile 212 (perforated / amulet of guarding) { ................ ......LLLLLAA... @@ -4097,7 +4097,7 @@ Z = (195, 195, 195) .......KKKAA.... ........AAA..... } -# tile 211 (cubical / amulet of flying) +# tile 213 (cubical / amulet of flying) { ................ ......LLLLLAA... @@ -4116,7 +4116,7 @@ Z = (195, 195, 195) ......CKKKKA.... .......AAAAA.... } -# tile 212 (Amulet of Yendor / cheap plastic imitation of the Amulet of Yendor) +# tile 214 (Amulet of Yendor / cheap plastic imitation of the Amulet of Yendor) { ................ ......HHHHHAA... @@ -4135,7 +4135,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 213 (Amulet of Yendor / Amulet of Yendor) +# tile 215 (Amulet of Yendor / Amulet of Yendor) { ................ ......HHHHHAA... @@ -4154,7 +4154,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 214 (large box) +# tile 216 (large box) { ................ ................ @@ -4173,7 +4173,7 @@ Z = (195, 195, 195) CKKKKKKKKKKJAA.. .AAAAAAAAAAAA... } -# tile 215 (chest) +# tile 217 (chest) { ................ ................ @@ -4192,7 +4192,7 @@ Z = (195, 195, 195) CKKKKKKKKKKJAA.. .AAAAAAAAAAAA... } -# tile 216 (ice box) +# tile 218 (ice box) { ................ ................ @@ -4211,7 +4211,7 @@ Z = (195, 195, 195) NBBBBBBBBBBPAA.. .AAAAAAAAAAAA... } -# tile 217 (bag / sack) +# tile 219 (bag / sack) { ................ ................ @@ -4230,7 +4230,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 218 (bag / oilskin sack) +# tile 220 (bag / oilskin sack) { ................ ................ @@ -4249,7 +4249,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 219 (bag / bag of holding) +# tile 221 (bag / bag of holding) { ................ ................ @@ -4268,7 +4268,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 220 (bag / bag of tricks) +# tile 222 (bag / bag of tricks) { ................ ................ @@ -4287,7 +4287,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 221 (key / skeleton key) +# tile 223 (key / skeleton key) { ................ ................ @@ -4306,7 +4306,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 222 (lock pick) +# tile 224 (lock pick) { ................ ................ @@ -4325,7 +4325,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 223 (credit card) +# tile 225 (credit card) { ................ ................ @@ -4344,7 +4344,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 224 (candle / tallow candle) +# tile 226 (candle / tallow candle) { ................ ................ @@ -4363,7 +4363,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 225 (candle / wax candle) +# tile 227 (candle / wax candle) { ................ ................ @@ -4382,7 +4382,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 226 (brass lantern) +# tile 228 (brass lantern) { ................ ................ @@ -4401,7 +4401,7 @@ Z = (195, 195, 195) .....AAAAAAA.... ................ } -# tile 227 (lamp / oil lamp) +# tile 229 (lamp / oil lamp) { ................ ................ @@ -4420,7 +4420,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 228 (lamp / magic lamp) +# tile 230 (lamp / magic lamp) { ................ ................ @@ -4439,7 +4439,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 229 (expensive camera) +# tile 231 (expensive camera) { ................ ................ @@ -4458,7 +4458,7 @@ Z = (195, 195, 195) ...PPPPPPPPPPPP. ................ } -# tile 230 (looking glass / mirror) +# tile 232 (looking glass / mirror) { ................ ................ @@ -4477,7 +4477,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 231 (glass orb / crystal ball) +# tile 233 (glass orb / crystal ball) { ................ ................ @@ -4496,7 +4496,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 232 (lenses) +# tile 234 (lenses) { ................ ................ @@ -4515,7 +4515,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 233 (blindfold) +# tile 235 (blindfold) { ................ ................ @@ -4534,7 +4534,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 234 (towel) +# tile 236 (towel) { ................ ................ @@ -4553,7 +4553,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 235 (saddle) +# tile 237 (saddle) { ................ ................ @@ -4572,7 +4572,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 236 (leash) +# tile 238 (leash) { ................ ................ @@ -4591,7 +4591,7 @@ Z = (195, 195, 195) .....AAAA....... ................ } -# tile 237 (stethoscope) +# tile 239 (stethoscope) { ................ ................ @@ -4610,7 +4610,7 @@ Z = (195, 195, 195) ........AAA..... ................ } -# tile 238 (tinning kit) +# tile 240 (tinning kit) { ................ ................ @@ -4629,7 +4629,7 @@ Z = (195, 195, 195) ......AAA....... ................ } -# tile 239 (tin opener) +# tile 241 (tin opener) { ................ ................ @@ -4648,7 +4648,7 @@ Z = (195, 195, 195) ........AA...... ................ } -# tile 240 (can of grease) +# tile 242 (can of grease) { ................ ................ @@ -4667,7 +4667,7 @@ Z = (195, 195, 195) .......AAAA..... ................ } -# tile 241 (figurine) +# tile 243 (figurine) { ................ ................ @@ -4686,7 +4686,7 @@ Z = (195, 195, 195) .....JJJJJAA.... ................ } -# tile 242 (magic marker) +# tile 244 (magic marker) { ................ ................ @@ -4705,7 +4705,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 243 (land mine) +# tile 245 (land mine) { ................ ................ @@ -4724,7 +4724,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 244 (beartrap) +# tile 246 (beartrap) { ................ ................ @@ -4743,7 +4743,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 245 (whistle / tin whistle) +# tile 247 (whistle / tin whistle) { ................ ................ @@ -4762,7 +4762,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 246 (whistle / magic whistle) +# tile 248 (whistle / magic whistle) { ................ ................ @@ -4781,7 +4781,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 247 (flute / wooden flute) +# tile 249 (flute / wooden flute) { ................ ................ @@ -4800,7 +4800,7 @@ Z = (195, 195, 195) ..A............. ................ } -# tile 248 (flute / magic flute) +# tile 250 (flute / magic flute) { ................ ................ @@ -4819,7 +4819,7 @@ Z = (195, 195, 195) ..A............. ................ } -# tile 249 (horn / tooled horn) +# tile 251 (horn / tooled horn) { ................ ................ @@ -4838,7 +4838,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 250 (horn / frost horn) +# tile 252 (horn / frost horn) { ................ ................ @@ -4857,7 +4857,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 251 (horn / fire horn) +# tile 253 (horn / fire horn) { ................ ................ @@ -4876,7 +4876,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 252 (horn / horn of plenty) +# tile 254 (horn / horn of plenty) { ................ ................ @@ -4895,7 +4895,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 253 (harp / wooden harp) +# tile 255 (harp / wooden harp) { ................ ................ @@ -4914,7 +4914,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 254 (harp / magic harp) +# tile 256 (harp / magic harp) { ................ ................ @@ -4933,7 +4933,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 255 (bell) +# tile 257 (bell) { ................ .......KA....... @@ -4952,7 +4952,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 256 (bugle) +# tile 258 (bugle) { ................ ................ @@ -4971,7 +4971,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 257 (drum / leather drum) +# tile 259 (drum / leather drum) { ................ ................ @@ -4990,7 +4990,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 258 (drum / drum of earthquake) +# tile 260 (drum / drum of earthquake) { ................ ................ @@ -5009,7 +5009,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 259 (pick-axe) +# tile 261 (pick-axe) { ................ ................ @@ -5028,7 +5028,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 260 (grappling hook) +# tile 262 (grappling hook) { .............N.. ..............P. @@ -5047,7 +5047,7 @@ Z = (195, 195, 195) ..OOA..OOOA..... ....OOOAA....... } -# tile 261 (unicorn horn) +# tile 263 (unicorn horn) { ................ ................ @@ -5066,7 +5066,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 262 (candelabrum / Candelabrum of Invocation) +# tile 264 (candelabrum / Candelabrum of Invocation) { .......N........ .......D........ @@ -5085,7 +5085,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 263 (silver bell / Bell of Opening) +# tile 265 (silver bell / Bell of Opening) { ................ .......OA....... @@ -5104,7 +5104,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 264 (tripe ration) +# tile 266 (tripe ration) { ................ ................ @@ -5123,7 +5123,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 265 (corpse) +# tile 267 (corpse) { ................ .....D.DPLN..... @@ -5142,7 +5142,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 266 (egg) +# tile 268 (egg) { ................ ................ @@ -5161,7 +5161,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 267 (meatball) +# tile 269 (meatball) { ................ ................ @@ -5180,7 +5180,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 268 (meat stick) +# tile 270 (meat stick) { ................ ................ @@ -5199,7 +5199,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 269 (enormous meatball) +# tile 271 (enormous meatball) { ................ ................ @@ -5218,7 +5218,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 270 (meat ring) +# tile 272 (meat ring) { ................ ................ @@ -5237,7 +5237,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 271 (glob of gray ooze) +# tile 273 (glob of gray ooze) { ................ ................ @@ -5256,7 +5256,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 272 (glob of brown pudding) +# tile 274 (glob of brown pudding) { ................ ................ @@ -5275,7 +5275,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 273 (glob of green slime) +# tile 275 (glob of green slime) { ................ ................ @@ -5294,7 +5294,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 274 (glob of black pudding) +# tile 276 (glob of black pudding) { ................ ................ @@ -5313,7 +5313,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 275 (kelp frond) +# tile 277 (kelp frond) { ....FA.......... ....FFA......... @@ -5332,7 +5332,7 @@ Z = (195, 195, 195) .....FFFFA...... ......FFFFA..... } -# tile 276 (eucalyptus leaf) +# tile 278 (eucalyptus leaf) { ................ ................ @@ -5351,7 +5351,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 277 (apple) +# tile 279 (apple) { ................ ................ @@ -5370,7 +5370,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 278 (orange) +# tile 280 (orange) { ................ ................ @@ -5389,7 +5389,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 279 (pear) +# tile 281 (pear) { ................ ................ @@ -5408,7 +5408,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 280 (melon) +# tile 282 (melon) { ................ ................ @@ -5427,7 +5427,7 @@ Z = (195, 195, 195) ......AAA....... ................ } -# tile 281 (banana) +# tile 283 (banana) { ................ ................ @@ -5446,7 +5446,7 @@ Z = (195, 195, 195) .....AAAAA...... ................ } -# tile 282 (carrot) +# tile 284 (carrot) { ................ ..........F..F.. @@ -5465,7 +5465,7 @@ Z = (195, 195, 195) ...A............ ................ } -# tile 283 (sprig of wolfsbane) +# tile 285 (sprig of wolfsbane) { ................ ................ @@ -5484,7 +5484,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 284 (clove of garlic) +# tile 286 (clove of garlic) { ................ ................ @@ -5503,7 +5503,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 285 (slime mold) +# tile 287 (slime mold) { ................ ................ @@ -5522,7 +5522,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 286 (lump of royal jelly) +# tile 288 (lump of royal jelly) { ................ ................ @@ -5541,7 +5541,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 287 (cream pie) +# tile 289 (cream pie) { ................ ................ @@ -5560,7 +5560,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 288 (candy bar) +# tile 290 (candy bar) { ................ ................ @@ -5579,7 +5579,7 @@ Z = (195, 195, 195) ....A........... ................ } -# tile 289 (fortune cookie) +# tile 291 (fortune cookie) { ................ ................ @@ -5598,7 +5598,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 290 (pancake) +# tile 292 (pancake) { ................ ................ @@ -5617,7 +5617,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 291 (lembas wafer) +# tile 293 (lembas wafer) { ................ ................ @@ -5636,7 +5636,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 292 (cram ration) +# tile 294 (cram ration) { ................ ...JKA.......... @@ -5655,7 +5655,7 @@ Z = (195, 195, 195) .....AAAAAA..... ................ } -# tile 293 (food ration) +# tile 295 (food ration) { ...JJA.......... ...BPA.......... @@ -5674,7 +5674,7 @@ Z = (195, 195, 195) ....KKKKKKKKKA.. .....AAAAAAAA... } -# tile 294 (K-ration) +# tile 296 (K-ration) { ................ ................ @@ -5693,7 +5693,7 @@ Z = (195, 195, 195) ....KKKKKKKKKA.. .....AAAAAAAA... } -# tile 295 (C-ration) +# tile 297 (C-ration) { ................ ................ @@ -5712,7 +5712,7 @@ Z = (195, 195, 195) ....KKKKKKKKKA.. .....AAAAAAAA... } -# tile 296 (tin) +# tile 298 (tin) { ................ ................ @@ -5731,7 +5731,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 297 (ruby / gain ability) +# tile 299 (ruby / gain ability) { ................ ................ @@ -5750,7 +5750,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 298 (pink / restore ability) +# tile 300 (pink / restore ability) { ................ ................ @@ -5769,7 +5769,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 299 (orange / confusion) +# tile 301 (orange / confusion) { ................ ................ @@ -5788,7 +5788,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 300 (yellow / blindness) +# tile 302 (yellow / blindness) { ................ ................ @@ -5807,7 +5807,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 301 (emerald / paralysis) +# tile 303 (emerald / paralysis) { ................ ................ @@ -5826,7 +5826,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 302 (dark green / speed) +# tile 304 (dark green / speed) { ................ ................ @@ -5845,7 +5845,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 303 (cyan / levitation) +# tile 305 (cyan / levitation) { ................ ................ @@ -5864,7 +5864,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 304 (sky blue / hallucination) +# tile 306 (sky blue / hallucination) { ................ ................ @@ -5883,7 +5883,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 305 (brilliant blue / invisibility) +# tile 307 (brilliant blue / invisibility) { ................ ................ @@ -5902,7 +5902,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 306 (magenta / see invisible) +# tile 308 (magenta / see invisible) { ................ ................ @@ -5921,7 +5921,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 307 (purple-red / healing) +# tile 309 (purple-red / healing) { ................ ................ @@ -5940,7 +5940,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 308 (puce / extra healing) +# tile 310 (puce / extra healing) { ................ ................ @@ -5959,7 +5959,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 309 (milky / gain level) +# tile 311 (milky / gain level) { ................ ................ @@ -5978,7 +5978,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 310 (swirly / enlightenment) +# tile 312 (swirly / enlightenment) { ................ ................ @@ -5997,7 +5997,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 311 (bubbly / monster detection) +# tile 313 (bubbly / monster detection) { ................ ................ @@ -6016,7 +6016,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 312 (smoky / object detection) +# tile 314 (smoky / object detection) { ................ ................ @@ -6035,7 +6035,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 313 (cloudy / gain energy) +# tile 315 (cloudy / gain energy) { ................ ................ @@ -6054,7 +6054,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 314 (effervescent / sleeping) +# tile 316 (effervescent / sleeping) { ................ ................ @@ -6073,7 +6073,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 315 (black / full healing) +# tile 317 (black / full healing) { ................ ................ @@ -6092,7 +6092,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 316 (golden / polymorph) +# tile 318 (golden / polymorph) { ................ ................ @@ -6111,7 +6111,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 317 (brown / booze) +# tile 319 (brown / booze) { ................ ................ @@ -6130,7 +6130,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 318 (fizzy / sickness) +# tile 320 (fizzy / sickness) { ................ ................ @@ -6149,7 +6149,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 319 (dark / fruit juice) +# tile 321 (dark / fruit juice) { ................ ................ @@ -6168,7 +6168,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 320 (white / acid) +# tile 322 (white / acid) { ................ ................ @@ -6187,7 +6187,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 321 (murky / oil) +# tile 323 (murky / oil) { ................ ................ @@ -6206,7 +6206,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 322 (clear / water) +# tile 324 (clear / water) { ................ ................ @@ -6225,7 +6225,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 323 (ZELGO MER / enchant armor) +# tile 325 (ZELGO MER / enchant armor) { ................ ................ @@ -6244,7 +6244,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 324 (JUYED AWK YACC / destroy armor) +# tile 326 (JUYED AWK YACC / destroy armor) { ................ ................ @@ -6263,7 +6263,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 325 (NR 9 / confuse monster) +# tile 327 (NR 9 / confuse monster) { ................ ................ @@ -6282,7 +6282,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 326 (XIXAXA XOXAXA XUXAXA / scare monster) +# tile 328 (XIXAXA XOXAXA XUXAXA / scare monster) { ................ ................ @@ -6301,7 +6301,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 327 (PRATYAVAYAH / remove curse) +# tile 329 (PRATYAVAYAH / remove curse) { ................ ................ @@ -6320,7 +6320,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 328 (DAIYEN FOOELS / enchant weapon) +# tile 330 (DAIYEN FOOELS / enchant weapon) { ................ ................ @@ -6339,7 +6339,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 329 (LEP GEX VEN ZEA / create monster) +# tile 331 (LEP GEX VEN ZEA / create monster) { ................ ................ @@ -6358,7 +6358,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 330 (PRIRUTSENIE / taming) +# tile 332 (PRIRUTSENIE / taming) { ................ ................ @@ -6377,7 +6377,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 331 (ELBIB YLOH / genocide) +# tile 333 (ELBIB YLOH / genocide) { ................ ................ @@ -6396,7 +6396,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 332 (VERR YED HORRE / light) +# tile 334 (VERR YED HORRE / light) { ................ ................ @@ -6415,7 +6415,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 333 (VENZAR BORGAVVE / teleportation) +# tile 335 (VENZAR BORGAVVE / teleportation) { ................ ................ @@ -6434,7 +6434,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 334 (THARR / gold detection) +# tile 336 (THARR / gold detection) { ................ ................ @@ -6453,7 +6453,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 335 (YUM YUM / food detection) +# tile 337 (YUM YUM / food detection) { ................ ................ @@ -6472,7 +6472,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 336 (KERNOD WEL / identify) +# tile 338 (KERNOD WEL / identify) { ................ ................ @@ -6491,7 +6491,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 337 (ELAM EBOW / magic mapping) +# tile 339 (ELAM EBOW / magic mapping) { ................ ................ @@ -6510,7 +6510,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 338 (DUAM XNAHT / amnesia) +# tile 340 (DUAM XNAHT / amnesia) { ................ ................ @@ -6529,7 +6529,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 339 (ANDOVA BEGARIN / fire) +# tile 341 (ANDOVA BEGARIN / fire) { ................ ................ @@ -6548,7 +6548,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 340 (KIRJE / earth) +# tile 342 (KIRJE / earth) { ................ ................ @@ -6567,7 +6567,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 341 (VE FORBRYDERNE / punishment) +# tile 343 (VE FORBRYDERNE / punishment) { ................ ................ @@ -6586,7 +6586,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 342 (HACKEM MUCHE / charging) +# tile 344 (HACKEM MUCHE / charging) { ................ ................ @@ -6605,7 +6605,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 343 (VELOX NEB / stinking cloud) +# tile 345 (VELOX NEB / stinking cloud) { ................ ................ @@ -6624,7 +6624,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 344 (FOOBIE BLETCH) +# tile 346 (FOOBIE BLETCH) { ................ ................ @@ -6643,7 +6643,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 345 (TEMOV) +# tile 347 (TEMOV) { ................ ................ @@ -6662,7 +6662,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 346 (GARVEN DEH) +# tile 348 (GARVEN DEH) { ................ ................ @@ -6681,7 +6681,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 347 (READ ME) +# tile 349 (READ ME) { ................ ................ @@ -6700,7 +6700,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 348 (ETAOIN SHRDLU) +# tile 350 (ETAOIN SHRDLU) { ................ ................ @@ -6719,7 +6719,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 349 (LOREM IPSUM) +# tile 351 (LOREM IPSUM) { ................ ................ @@ -6738,7 +6738,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 350 (FNORD) +# tile 352 (FNORD) { ................ ................ @@ -6757,7 +6757,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 351 (KO BATE) +# tile 353 (KO BATE) { ................ ................ @@ -6776,7 +6776,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 352 (ABRA KA DABRA) +# tile 354 (ABRA KA DABRA) { ................ ................ @@ -6795,7 +6795,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 353 (ASHPD SODALG) +# tile 355 (ASHPD SODALG) { ................ ................ @@ -6814,7 +6814,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 354 (ZLORFIK) +# tile 356 (ZLORFIK) { ................ ................ @@ -6833,7 +6833,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 355 (GNIK SISI VLE) +# tile 357 (GNIK SISI VLE) { ................ ................ @@ -6852,7 +6852,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 356 (HAPAX LEGOMENON) +# tile 358 (HAPAX LEGOMENON) { ................ ................ @@ -6871,7 +6871,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 357 (EIRIS SAZUN IDISI) +# tile 359 (EIRIS SAZUN IDISI) { ................ ................ @@ -6890,7 +6890,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 358 (PHOL ENDE WODAN) +# tile 360 (PHOL ENDE WODAN) { ................ ................ @@ -6909,7 +6909,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 359 (GHOTI) +# tile 361 (GHOTI) { ................ ................ @@ -6928,7 +6928,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 360 (MAPIRO MAHAMA DIROMAT) +# tile 362 (MAPIRO MAHAMA DIROMAT) { ................ ................ @@ -6947,7 +6947,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 361 (VAS CORP BET MANI) +# tile 363 (VAS CORP BET MANI) { ................ ................ @@ -6966,7 +6966,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 362 (XOR OTA) +# tile 364 (XOR OTA) { ................ ................ @@ -6985,7 +6985,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 363 (STRC PRST SKRZ KRK) +# tile 365 (STRC PRST SKRZ KRK) { ................ ................ @@ -7004,7 +7004,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 364 (stamped / mail) +# tile 366 (stamped / mail) { ................ ................ @@ -7023,7 +7023,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 365 (unlabeled / blank paper) +# tile 367 (unlabeled / blank paper) { ................ ................ @@ -7042,7 +7042,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 366 (parchment / dig) +# tile 368 (parchment / dig) { ................ ................ @@ -7061,7 +7061,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 367 (vellum / magic missile) +# tile 369 (vellum / magic missile) { ................ ................ @@ -7080,7 +7080,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 368 (ragged / fireball) +# tile 370 (ragged / fireball) { ................ ................ @@ -7099,7 +7099,7 @@ Z = (195, 195, 195) ......OOJJAA.... ................ } -# tile 369 (dog eared / cone of cold) +# tile 371 (dog eared / cone of cold) { ................ ................ @@ -7118,7 +7118,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 370 (mottled / sleep) +# tile 372 (mottled / sleep) { ................ ................ @@ -7137,7 +7137,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 371 (stained / finger of death) +# tile 373 (stained / finger of death) { ................ ................ @@ -7156,7 +7156,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 372 (cloth / light) +# tile 374 (cloth / light) { ................ ................ @@ -7175,7 +7175,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 373 (leathery / detect monsters) +# tile 375 (leathery / detect monsters) { ................ ................ @@ -7194,7 +7194,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 374 (white / healing) +# tile 376 (white / healing) { ................ ................ @@ -7213,7 +7213,7 @@ Z = (195, 195, 195) .......PNNAA.... ................ } -# tile 375 (pink / knock) +# tile 377 (pink / knock) { ................ ................ @@ -7232,7 +7232,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 376 (red / force bolt) +# tile 378 (red / force bolt) { ................ ................ @@ -7251,7 +7251,7 @@ Z = (195, 195, 195) .......DDDAA.... ................ } -# tile 377 (orange / confuse monster) +# tile 379 (orange / confuse monster) { ................ ................ @@ -7270,7 +7270,7 @@ Z = (195, 195, 195) .......CCCAA.... ................ } -# tile 378 (yellow / cure blindness) +# tile 380 (yellow / cure blindness) { ................ ................ @@ -7289,7 +7289,7 @@ Z = (195, 195, 195) .......HHHAA.... ................ } -# tile 379 (velvet / drain life) +# tile 381 (velvet / drain life) { ................ ................ @@ -7308,7 +7308,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 380 (light green / slow monster) +# tile 382 (light green / slow monster) { ................ ................ @@ -7327,7 +7327,7 @@ Z = (195, 195, 195) .......GGGAA.... ................ } -# tile 381 (dark green / wizard lock) +# tile 383 (dark green / wizard lock) { ................ ................ @@ -7346,7 +7346,7 @@ Z = (195, 195, 195) .......FFFAA.... ................ } -# tile 382 (turquoise / create monster) +# tile 384 (turquoise / create monster) { ................ ................ @@ -7365,7 +7365,7 @@ Z = (195, 195, 195) .......FBBAA.... ................ } -# tile 383 (cyan / detect food) +# tile 385 (cyan / detect food) { ................ ................ @@ -7384,7 +7384,7 @@ Z = (195, 195, 195) .......BBBAA.... ................ } -# tile 384 (light blue / cause fear) +# tile 386 (light blue / cause fear) { ................ ................ @@ -7403,7 +7403,7 @@ Z = (195, 195, 195) .......BBBAA.... ................ } -# tile 385 (dark blue / clairvoyance) +# tile 387 (dark blue / clairvoyance) { ................ ................ @@ -7422,7 +7422,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 386 (indigo / cure sickness) +# tile 388 (indigo / cure sickness) { ................ ................ @@ -7441,7 +7441,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 387 (magenta / charm monster) +# tile 389 (magenta / charm monster) { ................ ................ @@ -7460,7 +7460,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 388 (purple / haste self) +# tile 390 (purple / haste self) { ................ ................ @@ -7479,7 +7479,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 389 (violet / detect unseen) +# tile 391 (violet / detect unseen) { ................ ................ @@ -7498,7 +7498,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 390 (tan / levitation) +# tile 392 (tan / levitation) { ................ ................ @@ -7517,7 +7517,7 @@ Z = (195, 195, 195) .......KKKAA.... ................ } -# tile 391 (plaid / extra healing) +# tile 393 (plaid / extra healing) { ................ ................ @@ -7536,7 +7536,7 @@ Z = (195, 195, 195) .......EFDAA.... ................ } -# tile 392 (light brown / restore ability) +# tile 394 (light brown / restore ability) { ................ ................ @@ -7555,7 +7555,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 393 (dark brown / invisibility) +# tile 395 (dark brown / invisibility) { ................ ................ @@ -7574,7 +7574,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 394 (gray / detect treasure) +# tile 396 (gray / detect treasure) { ................ ................ @@ -7593,7 +7593,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 395 (wrinkled / remove curse) +# tile 397 (wrinkled / remove curse) { ................ ................ @@ -7612,7 +7612,7 @@ Z = (195, 195, 195) ......JJKKAA.... ................ } -# tile 396 (dusty / magic mapping) +# tile 398 (dusty / magic mapping) { ................ ................ @@ -7631,7 +7631,7 @@ Z = (195, 195, 195) .KAKA..JJJAA.... ................ } -# tile 397 (bronze / identify) +# tile 399 (bronze / identify) { ................ ................ @@ -7650,7 +7650,7 @@ Z = (195, 195, 195) .......CCCAA.... ................ } -# tile 398 (copper / turn undead) +# tile 400 (copper / turn undead) { ................ ................ @@ -7669,7 +7669,7 @@ Z = (195, 195, 195) .......JCJAA.... ................ } -# tile 399 (silver / polymorph) +# tile 401 (silver / polymorph) { ................ ................ @@ -7688,7 +7688,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 400 (gold / teleport away) +# tile 402 (gold / teleport away) { ................ ................ @@ -7707,7 +7707,7 @@ Z = (195, 195, 195) .......HHHAA.... ................ } -# tile 401 (glittering / create familiar) +# tile 403 (glittering / create familiar) { ................ ................ @@ -7726,7 +7726,7 @@ Z = (195, 195, 195) .......PPPAN.... .......N........ } -# tile 402 (shining / cancellation) +# tile 404 (shining / cancellation) { ....N........... .......N........ @@ -7745,7 +7745,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 403 (dull / protection) +# tile 405 (dull / protection) { ................ ................ @@ -7764,7 +7764,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 404 (thin / jumping) +# tile 406 (thin / jumping) { ................ ................ @@ -7783,7 +7783,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 405 (thick / stone to flesh) +# tile 407 (thick / stone to flesh) { ................ ................ @@ -7802,7 +7802,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 406 (checkered / chain lightning) +# tile 408 (checkered / chain lightning) { ................ ................ @@ -7821,7 +7821,7 @@ Z = (195, 195, 195) .......AAA...... ................ } -# tile 406 (plain / blank paper) +# tile 409 (plain / blank paper) { ................ ................ @@ -7840,7 +7840,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 407 (paperback / novel) +# tile 410 (paperback / novel) { ................ ................ @@ -7859,7 +7859,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 408 (papyrus / Book of the Dead) +# tile 411 (papyrus / Book of the Dead) { ................ ................ @@ -7878,7 +7878,7 @@ Z = (195, 195, 195) .......AAA...... ................ } -# tile 409 (glass / light) +# tile 412 (glass / light) { ................ ................ @@ -7897,7 +7897,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 410 (balsa / secret door detection) +# tile 413 (balsa / secret door detection) { ................ ................ @@ -7916,7 +7916,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 411 (crystal / enlightenment) +# tile 414 (crystal / enlightenment) { ................ ................ @@ -7935,7 +7935,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 412 (maple / create monster) +# tile 415 (maple / create monster) { ................ ................ @@ -7954,7 +7954,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 413 (pine / wishing) +# tile 416 (pine / wishing) { ................ ................ @@ -7973,7 +7973,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 413 (redwood / stasis) +# tile 417 (redwood / stasis) { ................ ................ @@ -7992,7 +7992,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 414 (oak / nothing) +# tile 418 (oak / nothing) { ................ ................ @@ -8011,7 +8011,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 415 (ebony / striking) +# tile 419 (ebony / striking) { ................ ................ @@ -8030,7 +8030,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 416 (marble / make invisible) +# tile 420 (marble / make invisible) { ................ ................ @@ -8049,7 +8049,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 417 (tin / slow monster) +# tile 421 (tin / slow monster) { ................ ................ @@ -8068,7 +8068,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 418 (brass / speed monster) +# tile 422 (brass / speed monster) { ................ ................ @@ -8087,7 +8087,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 419 (copper / undead turning) +# tile 423 (copper / undead turning) { ................ ................ @@ -8106,7 +8106,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 420 (silver / polymorph) +# tile 424 (silver / polymorph) { ................ ................ @@ -8125,7 +8125,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 421 (platinum / cancellation) +# tile 425 (platinum / cancellation) { ................ ................ @@ -8144,7 +8144,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 422 (iridium / teleportation) +# tile 426 (iridium / teleportation) { ................ ................ @@ -8163,7 +8163,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 423 (zinc / opening) +# tile 427 (zinc / opening) { ................ ................ @@ -8182,7 +8182,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 424 (aluminum / locking) +# tile 428 (aluminum / locking) { ................ ................ @@ -8201,7 +8201,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 425 (uranium / probing) +# tile 429 (uranium / probing) { ................ ................ @@ -8220,7 +8220,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 426 (iron / digging) +# tile 430 (iron / digging) { ................ ................ @@ -8239,7 +8239,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 427 (steel / magic missile) +# tile 431 (steel / magic missile) { ................ ................ @@ -8258,7 +8258,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 428 (hexagonal / fire) +# tile 432 (hexagonal / fire) { ................ ................ @@ -8277,7 +8277,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 429 (short / cold) +# tile 433 (short / cold) { ................ ................ @@ -8296,7 +8296,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 430 (runed / sleep) +# tile 434 (runed / sleep) { ................ ................ @@ -8315,7 +8315,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 431 (long / death) +# tile 435 (long / death) { ................ .............NO. @@ -8334,7 +8334,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 432 (curved / lightning) +# tile 436 (curved / lightning) { ................ .......NO....... @@ -8353,7 +8353,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 433 (forked) +# tile 437 (forked) { ................ ................ @@ -8372,7 +8372,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 434 (spiked) +# tile 438 (spiked) { ................ ................ @@ -8391,7 +8391,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 435 (jeweled) +# tile 439 (jeweled) { ................ ................ @@ -8410,7 +8410,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 436 (gold piece) +# tile 440 (gold piece) { ................ ................ @@ -8429,7 +8429,7 @@ Z = (195, 195, 195) .........HA..... ...........HA... } -# tile 437 (white / dilithium crystal) +# tile 441 (white / dilithium crystal) { ................ ................ @@ -8448,7 +8448,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 438 (white / diamond) +# tile 442 (white / diamond) { ................ ................ @@ -8467,7 +8467,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 439 (red / ruby) +# tile 443 (red / ruby) { ................ ................ @@ -8486,7 +8486,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 440 (orange / jacinth) +# tile 444 (orange / jacinth) { ................ ................ @@ -8505,7 +8505,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 441 (blue / sapphire) +# tile 445 (blue / sapphire) { ................ ................ @@ -8524,7 +8524,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 442 (black / black opal) +# tile 446 (black / black opal) { ................ ................ @@ -8543,7 +8543,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 443 (green / emerald) +# tile 447 (green / emerald) { ................ ................ @@ -8562,7 +8562,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 444 (green / turquoise) +# tile 448 (green / turquoise) { ................ ................ @@ -8581,7 +8581,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 445 (yellow / citrine) +# tile 449 (yellow / citrine) { ................ ................ @@ -8600,7 +8600,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 446 (green / aquamarine) +# tile 450 (green / aquamarine) { ................ ................ @@ -8619,7 +8619,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 447 (yellowish brown / amber) +# tile 451 (yellowish brown / amber) { ................ ................ @@ -8638,7 +8638,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 448 (yellowish brown / topaz) +# tile 452 (yellowish brown / topaz) { ................ ................ @@ -8657,7 +8657,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 449 (black / jet) +# tile 453 (black / jet) { ................ ................ @@ -8676,7 +8676,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 450 (white / opal) +# tile 454 (white / opal) { ................ ................ @@ -8695,7 +8695,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 451 (yellow / chrysoberyl) +# tile 455 (yellow / chrysoberyl) { ................ ................ @@ -8714,7 +8714,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 452 (red / garnet) +# tile 456 (red / garnet) { ................ ................ @@ -8733,7 +8733,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 453 (violet / amethyst) +# tile 457 (violet / amethyst) { ................ ................ @@ -8752,7 +8752,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 454 (red / jasper) +# tile 458 (red / jasper) { ................ ................ @@ -8771,7 +8771,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 455 (violet / fluorite) +# tile 459 (violet / fluorite) { ................ ................ @@ -8790,7 +8790,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 456 (black / obsidian) +# tile 460 (black / obsidian) { ................ ................ @@ -8809,7 +8809,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 457 (orange / agate) +# tile 461 (orange / agate) { ................ ................ @@ -8828,7 +8828,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 458 (green / jade) +# tile 462 (green / jade) { ................ ................ @@ -8847,7 +8847,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 459 (white / worthless piece of white glass) +# tile 463 (white / worthless piece of white glass) { ................ ................ @@ -8866,7 +8866,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 460 (blue / worthless piece of blue glass) +# tile 464 (blue / worthless piece of blue glass) { ................ ................ @@ -8885,7 +8885,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 461 (red / worthless piece of red glass) +# tile 465 (red / worthless piece of red glass) { ................ ................ @@ -8904,7 +8904,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 462 (yellowish brown / worthless piece of yellowish brown glass) +# tile 466 (yellowish brown / worthless piece of yellowish brown glass) { ................ ................ @@ -8923,7 +8923,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 463 (orange / worthless piece of orange glass) +# tile 467 (orange / worthless piece of orange glass) { ................ ................ @@ -8942,7 +8942,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 464 (yellow / worthless piece of yellow glass) +# tile 468 (yellow / worthless piece of yellow glass) { ................ ................ @@ -8961,7 +8961,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 465 (black / worthless piece of black glass) +# tile 469 (black / worthless piece of black glass) { ................ ................ @@ -8980,7 +8980,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 466 (green / worthless piece of green glass) +# tile 470 (green / worthless piece of green glass) { ................ ................ @@ -8999,7 +8999,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 467 (violet / worthless piece of violet glass) +# tile 471 (violet / worthless piece of violet glass) { ................ ................ @@ -9018,7 +9018,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 468 (gray / luckstone) +# tile 472 (gray / luckstone) { ................ ................ @@ -9037,7 +9037,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 469 (gray / loadstone) +# tile 473 (gray / loadstone) { ................ ................ @@ -9056,7 +9056,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 470 (gray / touchstone) +# tile 474 (gray / touchstone) { ................ ................ @@ -9075,7 +9075,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 471 (gray / flint) +# tile 475 (gray / flint) { ................ ................ @@ -9094,7 +9094,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 472 (rock) +# tile 476 (rock) { ................ ................ @@ -9113,7 +9113,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 473 (boulder) +# tile 477 (boulder) { ................ ................ @@ -9132,7 +9132,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 474 (statue) +# tile 478 (statue) { ................ ........JJ...... @@ -9151,7 +9151,7 @@ Z = (195, 195, 195) .....JJJJJJAA... ................ } -# tile 475 (heavy iron ball) +# tile 479 (heavy iron ball) { ................ ................ @@ -9170,7 +9170,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 476 (iron chain) +# tile 480 (iron chain) { ................ ................ @@ -9189,7 +9189,7 @@ Z = (195, 195, 195) ...........PP.PA ............AA.. } -# tile 477 (splash of venom / splash of blinding venom) +# tile 481 (splash of venom / splash of blinding venom) { ................ ................ @@ -9208,7 +9208,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 478 (splash of venom / splash of acid venom) +# tile 482 (splash of venom / splash of acid venom) { ................ ................