diff --git a/doc/fixes3-7-0.txt b/doc/fixes3-7-0.txt index 96e9f8179..d4c581bc0 100644 --- a/doc/fixes3-7-0.txt +++ b/doc/fixes3-7-0.txt @@ -1154,6 +1154,8 @@ warnings via impossible() would be unseen if message suppression via ESC at wearing the Eyes of the Overworld overrides OPTIONS:blind; breaking the always-blind conduct by doing that was intended but having permanent blindness stay cured after removing them was not +change helm of brilliance from iron to crystal so that it no longer needs to + be a special case for metallic armor vs spell casting Fixes to 3.7.0-x General Problems Exposed Via git Repository @@ -1924,8 +1926,8 @@ 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, gold dragon scale mail and - set of gold dragon scales +new objects: amulets of flying and guarding, helm of caution, + gold dragon scale mail and set of gold dragon scales new monsters: displacer beast ('f') and genetic engineer ('Q'), gold dragon and baby gold dragon (both 'D') make camera flash which reveals previously unseen map features or objects or diff --git a/include/objects.h b/include/objects.h index bc017ba79..4edf9b9ad 100644 --- a/include/objects.h +++ b/include/objects.h @@ -441,22 +441,29 @@ HELM("fedora", NoDes, FEDORA), HELM("cornuthaum", "conical hat", 0, 1, CLAIRVOYANT, 3, 1, 4, 80, 10, 1, CLOTH, CLR_BLUE, - CORNUTHAUM), /* name coined by devteam; confers clairvoyance for wizards, blocks clairvoyance if worn by role other than wizard */ + CORNUTHAUM), HELM("dunce cap", "conical hat", 0, 1, 0, 3, 1, 4, 1, 10, 0, CLOTH, CLR_BLUE, + /* sets Int and Wis to fixed value of 6, so actually provides + protection against death caused by Int being drained below 3 */ DUNCE_CAP), HELM("dented pot", NoDes, 1, 0, 0, 2, 0, 10, 8, 9, 0, IRON, CLR_BLACK, DENTED_POT), +HELM("helm of brilliance", "crystal helmet", + 0, 1, 0, 3, 1, 40, 50, 9, 0, GLASS, CLR_WHITE, + /* used to be iron and shuffled as "etched helmet" but required + special case for the effect of iron armor on spell casting */ + HELM_OF_BRILLIANCE), /* with shuffled appearances... */ HELM("helmet", "plumed helmet", 0, 0, 0, 10, 1, 30, 10, 9, 0, IRON, HI_METAL, HELMET), -HELM("helm of brilliance", "etched helmet", - 0, 1, 0, 6, 1, 50, 50, 9, 0, IRON, CLR_GREEN, - HELM_OF_BRILLIANCE), +HELM("helm of caution", "etched helmet", + 0, 1, WARNING, 3, 1, 50, 50, 9, 0, IRON, CLR_GREEN, + HELM_OF_CAUTION), HELM("helm of opposite alignment", "crested helmet", 0, 1, 0, 6, 1, 50, 50, 9, 0, IRON, HI_METAL, HELM_OF_OPPOSITE_ALIGNMENT), diff --git a/include/patchlevel.h b/include/patchlevel.h index 5198275f6..f6d3b39a3 100644 --- a/include/patchlevel.h +++ b/include/patchlevel.h @@ -17,7 +17,7 @@ * Incrementing EDITLEVEL can be used to force invalidation of old bones * and save files. */ -#define EDITLEVEL 83 +#define EDITLEVEL 84 /* * Development status possibilities. diff --git a/src/do_wear.c b/src/do_wear.c index e22d5c8f7..687a65ad3 100644 --- a/src/do_wear.c +++ b/src/do_wear.c @@ -400,6 +400,9 @@ Helmet_on(void) case ORCISH_HELM: case HELM_OF_TELEPATHY: break; + case HELM_OF_CAUTION: + see_monsters(); + break; case HELM_OF_BRILLIANCE: adj_abon(uarmh, uarmh->spe); break; @@ -486,6 +489,7 @@ Helmet_off(void) } break; case HELM_OF_TELEPATHY: + case HELM_OF_CAUTION: /* need to update ability before calling see_monsters() */ setworn((struct obj *) 0, W_ARMH); see_monsters(); @@ -1400,7 +1404,7 @@ Blindf_off(struct obj *otmp) also used by poly_obj() when a worn item gets transformed */ void set_wear(struct obj *obj) /* if null, do all worn items; - otherwise just obj itself */ + * otherwise just obj itself */ { gi.initial_don = !obj; @@ -2078,7 +2082,7 @@ accessory_or_armor_on(struct obj *obj) You("are suddenly overcome with shame and change your mind."); u.ublessed = 0; /* lose your god's protection */ makeknown(obj->otyp); - gc.context.botl = 1; /*for AC after zeroing u.ublessed */ + gc.context.botl = 1; /* for AC after zeroing u.ublessed */ return ECMD_TIME; } } else { diff --git a/src/spell.c b/src/spell.c index abd8a1f81..67a509e96 100644 --- a/src/spell.c +++ b/src/spell.c @@ -1630,7 +1630,8 @@ sortspells(void) } /* usual case, sort the index rather than the spells themselves */ - qsort((genericptr_t) gs.spl_orderindx, n, sizeof *gs.spl_orderindx, spell_cmp); + qsort((genericptr_t) gs.spl_orderindx, n, + sizeof *gs.spl_orderindx, spell_cmp); return; } @@ -1662,7 +1663,8 @@ spellsortmenu(void) any.a_int = i + 1; add_menu(tmpwin, &nul_glyphinfo, &any, let, 0, ATR_NONE, clr, spl_sortchoices[i], - (i == gs.spl_sortmode) ? MENU_ITEMFLAGS_SELECTED : MENU_ITEMFLAGS_NONE); + (i == gs.spl_sortmode) ? MENU_ITEMFLAGS_SELECTED + : MENU_ITEMFLAGS_NONE); } end_menu(tmpwin, "View known spells list sorted"); @@ -1823,10 +1825,10 @@ percent_success(int spell) */ int chance, splcaster, special, statused; int difficulty; - int skill; + int skill, skilltype = spell_skilltype(spellid(spell)); /* Knights don't get metal armor penalty for clerical spells */ - boolean paladin_bonus = Role_if(PM_KNIGHT) - && spell_skilltype(spellid(spell)) == P_CLERIC_SPELL; + boolean paladin_bonus = (Role_if(PM_KNIGHT) + && skilltype == P_CLERIC_SPELL); /* Calculate intrinsic ability (splcaster) */ @@ -1843,7 +1845,7 @@ percent_success(int spell) splcaster += gu.urole.spelshld; if (!paladin_bonus) { - if (uarmh && is_metallic(uarmh) && uarmh->otyp != HELM_OF_BRILLIANCE) + if (uarmh && is_metallic(uarmh)) /* && otyp != HELM_OF_BRILLIANCE */ splcaster += uarmhbon; if (uarmg && is_metallic(uarmg)) splcaster += uarmgbon; @@ -1877,7 +1879,7 @@ percent_success(int spell) * The difficulty is based on the hero's level and their skill level * in that spell type. */ - skill = P_SKILL(spell_skilltype(spellid(spell))); + skill = P_SKILL(skilltype); skill = max(skill, P_UNSKILLED) - 1; /* unskilled => 0 */ difficulty = (spellev(spell) - 1) * 4 - ((skill * 6) + (u.ulevel / 3) + 1); diff --git a/win/share/objects.txt b/win/share/objects.txt index 318c99ee8..e8ab2335b 100644 --- a/win/share/objects.txt +++ b/win/share/objects.txt @@ -1855,7 +1855,26 @@ Z = (195, 195, 195) ................ ................ } -# tile 95 (plumed helmet / helmet) +# tile 95 (crystal helmet / helm of brilliance) +{ + ................ + ................ + ................ + ................ + .......N........ + ......NNN....... + .....NIBINA..... + .....IBIBI.A.... + ....N.N.N.NA.... + ....NNNNNNNA.... + ....NANNAANA.... + ....BANNA.BA.... + .......AA..A.... + ................ + ................ + ................ +} +# tile 96 (plumed helmet / helmet) { .......DID...... ......DIBI...... @@ -1874,7 +1893,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 96 (etched helmet / helm of brilliance) +# tile 97 (etched helmet / helm of caution) { ................ ................ @@ -1893,7 +1912,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 97 (crested helmet / helm of opposite alignment) +# tile 98 (crested helmet / helm of opposite alignment) { ................ ................ @@ -1912,7 +1931,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 98 (visored helmet / helm of telepathy) +# tile 99 (visored helmet / helm of telepathy) { ................ ................ @@ -1931,7 +1950,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 99 (gray dragon scale mail) +# tile 100 (gray dragon scale mail) { ................ ................ @@ -1950,7 +1969,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 100 (gold dragon scale mail) +# tile 101 (gold dragon scale mail) { ................ ................ @@ -1969,7 +1988,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 101 (silver dragon scale mail) +# tile 102 (silver dragon scale mail) { ................ ................ @@ -1988,7 +2007,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 102 (shimmering dragon scale mail) +# tile 103 (shimmering dragon scale mail) { ................ ................ @@ -2007,7 +2026,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 103 (red dragon scale mail) +# tile 104 (red dragon scale mail) { ................ ................ @@ -2026,7 +2045,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 104 (white dragon scale mail) +# tile 105 (white dragon scale mail) { ................ ................ @@ -2045,7 +2064,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 105 (orange dragon scale mail) +# tile 106 (orange dragon scale mail) { ................ ................ @@ -2064,7 +2083,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 106 (black dragon scale mail) +# tile 107 (black dragon scale mail) { ................ ................ @@ -2083,7 +2102,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 107 (blue dragon scale mail) +# tile 108 (blue dragon scale mail) { ................ ................ @@ -2102,7 +2121,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 108 (green dragon scale mail) +# tile 109 (green dragon scale mail) { ................ ................ @@ -2121,7 +2140,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 109 (yellow dragon scale mail) +# tile 110 (yellow dragon scale mail) { ................ ................ @@ -2140,7 +2159,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 110 (gray dragon scales) +# tile 111 (gray dragon scales) { ................ ................ @@ -2159,7 +2178,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 111 (gold dragon scales) +# tile 112 (gold dragon scales) { ................ ................ @@ -2178,7 +2197,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 112 (silver dragon scales) +# tile 113 (silver dragon scales) { ................ ................ @@ -2197,7 +2216,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 113 (shimmering dragon scales) +# tile 114 (shimmering dragon scales) { ................ ................ @@ -2216,7 +2235,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 114 (red dragon scales) +# tile 115 (red dragon scales) { ................ ................ @@ -2235,7 +2254,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 115 (white dragon scales) +# tile 116 (white dragon scales) { ................ ................ @@ -2254,7 +2273,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 116 (orange dragon scales) +# tile 117 (orange dragon scales) { ................ ................ @@ -2273,7 +2292,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 117 (black dragon scales) +# tile 118 (black dragon scales) { ................ ................ @@ -2292,7 +2311,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 118 (blue dragon scales) +# tile 119 (blue dragon scales) { ................ ................ @@ -2311,7 +2330,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 119 (green dragon scales) +# tile 120 (green dragon scales) { ................ ................ @@ -2330,7 +2349,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 120 (yellow dragon scales) +# tile 121 (yellow dragon scales) { ................ ................ @@ -2349,7 +2368,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 121 (plate mail) +# tile 122 (plate mail) { ................ ................ @@ -2368,7 +2387,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 122 (crystal plate mail) +# tile 123 (crystal plate mail) { ................ ................ @@ -2387,7 +2406,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 123 (bronze plate mail) +# tile 124 (bronze plate mail) { ................ ................ @@ -2406,7 +2425,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 124 (splint mail) +# tile 125 (splint mail) { ................ ................ @@ -2425,7 +2444,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 125 (banded mail) +# tile 126 (banded mail) { ................ ................ @@ -2444,7 +2463,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 126 (dwarvish mithril-coat) +# tile 127 (dwarvish mithril-coat) { ................ ................ @@ -2463,7 +2482,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 127 (elven mithril-coat) +# tile 128 (elven mithril-coat) { ................ ...N.N.NO.O.O... @@ -2482,7 +2501,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 128 (chain mail) +# tile 129 (chain mail) { ................ ................ @@ -2501,7 +2520,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 129 (crude chain mail / orcish chain mail) +# tile 130 (crude chain mail / orcish chain mail) { ................ ................ @@ -2520,7 +2539,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 130 (scale mail) +# tile 131 (scale mail) { ................ ................ @@ -2539,7 +2558,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 131 (studded leather armor) +# tile 132 (studded leather armor) { ................ ................ @@ -2558,7 +2577,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 132 (ring mail) +# tile 133 (ring mail) { ................ ................ @@ -2577,7 +2596,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 133 (crude ring mail / orcish ring mail) +# tile 134 (crude ring mail / orcish ring mail) { ................ ................ @@ -2596,7 +2615,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 134 (leather armor) +# tile 135 (leather armor) { ................ ................ @@ -2615,7 +2634,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 135 (leather jacket) +# tile 136 (leather jacket) { ................ ................ @@ -2634,7 +2653,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 136 (Hawaiian shirt) +# tile 137 (Hawaiian shirt) { ................ ................ @@ -2653,7 +2672,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 137 (T-shirt) +# tile 138 (T-shirt) { ................ ................ @@ -2672,7 +2691,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 138 (mummy wrapping) +# tile 139 (mummy wrapping) { ................ ................ @@ -2691,7 +2710,7 @@ Z = (195, 195, 195) ..N.AAN.NA.OO... ................ } -# tile 139 (faded pall / elven cloak) +# tile 140 (faded pall / elven cloak) { ................ ................ @@ -2710,7 +2729,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 140 (coarse mantelet / orcish cloak) +# tile 141 (coarse mantelet / orcish cloak) { ................ ................ @@ -2729,7 +2748,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 141 (hooded cloak / dwarvish cloak) +# tile 142 (hooded cloak / dwarvish cloak) { ................ ................ @@ -2748,7 +2767,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 142 (slippery cloak / oilskin cloak) +# tile 143 (slippery cloak / oilskin cloak) { ................ ................ @@ -2767,7 +2786,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 143 (robe) +# tile 144 (robe) { ................ ......CCC....... @@ -2786,7 +2805,7 @@ Z = (195, 195, 195) ...ACCCCCCAAA... ....AAAAAAAA.... } -# tile 144 (apron / alchemy smock) +# tile 145 (apron / alchemy smock) { ................ ................ @@ -2805,7 +2824,7 @@ Z = (195, 195, 195) .....NNNNNAA.... ......AAAAA..... } -# tile 145 (leather cloak) +# tile 146 (leather cloak) { ................ ................ @@ -2824,7 +2843,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 146 (tattered cape / cloak of protection) +# tile 147 (tattered cape / cloak of protection) { ................ ................ @@ -2843,7 +2862,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 147 (opera cloak / cloak of invisibility) +# tile 148 (opera cloak / cloak of invisibility) { ................ ......NNN....... @@ -2862,7 +2881,7 @@ Z = (195, 195, 195) ..AANNNNNNAOOAA. ....AAAAAAAAAA.. } -# tile 148 (ornamental cope / cloak of magic resistance) +# tile 149 (ornamental cope / cloak of magic resistance) { ................ ................ @@ -2881,7 +2900,7 @@ Z = (195, 195, 195) ..AAAAAAAAAAAP.. ...PPPPPPPPPPP.. } -# tile 149 (piece of cloth / cloak of displacement) +# tile 150 (piece of cloth / cloak of displacement) { ................ ................ @@ -2900,7 +2919,7 @@ Z = (195, 195, 195) .....PPPPPAA.... .......PPAA..... } -# tile 150 (small shield) +# tile 151 (small shield) { ................ ................ @@ -2919,7 +2938,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 151 (blue and green shield / elven shield) +# tile 152 (blue and green shield / elven shield) { ................ ................ @@ -2938,7 +2957,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 152 (white-handed shield / Uruk-hai shield) +# tile 153 (white-handed shield / Uruk-hai shield) { ................ ...K.KKKJJJ.J... @@ -2957,7 +2976,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 153 (red-eyed shield / orcish shield) +# tile 154 (red-eyed shield / orcish shield) { ................ ................ @@ -2976,7 +2995,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 154 (large shield) +# tile 155 (large shield) { ................ ...N.NNNOOO.O... @@ -2995,7 +3014,7 @@ Z = (195, 195, 195) ........AA...... ................ } -# tile 155 (large round shield / dwarvish roundshield) +# tile 156 (large round shield / dwarvish roundshield) { ................ ................ @@ -3014,7 +3033,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 156 (polished silver shield / shield of reflection) +# tile 157 (polished silver shield / shield of reflection) { ................ ................ @@ -3033,7 +3052,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 157 (old gloves / leather gloves) +# tile 158 (old gloves / leather gloves) { ................ ................ @@ -3052,7 +3071,7 @@ Z = (195, 195, 195) .........AAA.... ................ } -# tile 158 (padded gloves / gauntlets of fumbling) +# tile 159 (padded gloves / gauntlets of fumbling) { ................ ................ @@ -3071,7 +3090,7 @@ Z = (195, 195, 195) .........AAA.... ................ } -# tile 159 (riding gloves / gauntlets of power) +# tile 160 (riding gloves / gauntlets of power) { ................ ................ @@ -3090,7 +3109,7 @@ Z = (195, 195, 195) .........AAA.... ................ } -# tile 160 (fencing gloves / gauntlets of dexterity) +# tile 161 (fencing gloves / gauntlets of dexterity) { ................ ................ @@ -3109,7 +3128,7 @@ Z = (195, 195, 195) .........AAA.... ................ } -# tile 161 (walking shoes / low boots) +# tile 162 (walking shoes / low boots) { ................ ................ @@ -3128,7 +3147,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 162 (hard shoes / iron shoes) +# tile 163 (hard shoes / iron shoes) { ................ ................ @@ -3147,7 +3166,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 163 (jackboots / high boots) +# tile 164 (jackboots / high boots) { .......CCKKKK... ......CKAAAAJJ.. @@ -3166,7 +3185,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 164 (combat boots / speed boots) +# tile 165 (combat boots / speed boots) { ................ ................ @@ -3185,7 +3204,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 165 (jungle boots / water walking boots) +# tile 166 (jungle boots / water walking boots) { ................ ................ @@ -3204,7 +3223,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 166 (hiking boots / jumping boots) +# tile 167 (hiking boots / jumping boots) { ................ ................ @@ -3223,7 +3242,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 167 (mud boots / elven boots) +# tile 168 (mud boots / elven boots) { ................ ................ @@ -3242,7 +3261,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 168 (buckled boots / kicking boots) +# tile 169 (buckled boots / kicking boots) { ................ ................ @@ -3261,7 +3280,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 169 (riding boots / fumble boots) +# tile 170 (riding boots / fumble boots) { ................ ................ @@ -3280,7 +3299,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 170 (snow boots / levitation boots) +# tile 171 (snow boots / levitation boots) { ................ ................ @@ -3299,7 +3318,7 @@ Z = (195, 195, 195) ...A.A.A.A.A.A.. ................ } -# tile 171 (wooden / adornment) +# tile 172 (wooden / adornment) { ................ ................ @@ -3318,7 +3337,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 172 (granite / gain strength) +# tile 173 (granite / gain strength) { ................ ................ @@ -3337,7 +3356,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 173 (opal / gain constitution) +# tile 174 (opal / gain constitution) { ................ ................ @@ -3356,7 +3375,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 174 (clay / increase accuracy) +# tile 175 (clay / increase accuracy) { ................ ................ @@ -3375,7 +3394,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 175 (coral / increase damage) +# tile 176 (coral / increase damage) { ................ ................ @@ -3394,7 +3413,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 176 (black onyx / protection) +# tile 177 (black onyx / protection) { ................ ................ @@ -3413,7 +3432,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 177 (moonstone / regeneration) +# tile 178 (moonstone / regeneration) { ................ ................ @@ -3432,7 +3451,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 178 (tiger eye / searching) +# tile 179 (tiger eye / searching) { ................ ................ @@ -3451,7 +3470,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 179 (jade / stealth) +# tile 180 (jade / stealth) { ................ ................ @@ -3470,7 +3489,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 180 (bronze / sustain ability) +# tile 181 (bronze / sustain ability) { ................ ................ @@ -3489,7 +3508,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 181 (agate / levitation) +# tile 182 (agate / levitation) { ................ ................ @@ -3508,7 +3527,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 182 (topaz / hunger) +# tile 183 (topaz / hunger) { ................ ................ @@ -3527,7 +3546,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 183 (sapphire / aggravate monster) +# tile 184 (sapphire / aggravate monster) { ................ ................ @@ -3546,7 +3565,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 184 (ruby / conflict) +# tile 185 (ruby / conflict) { ................ ................ @@ -3565,7 +3584,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 185 (diamond / warning) +# tile 186 (diamond / warning) { ................ ................ @@ -3584,7 +3603,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 186 (pearl / poison resistance) +# tile 187 (pearl / poison resistance) { ................ ................ @@ -3603,7 +3622,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 187 (iron / fire resistance) +# tile 188 (iron / fire resistance) { ................ ................ @@ -3622,7 +3641,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 188 (brass / cold resistance) +# tile 189 (brass / cold resistance) { ................ ................ @@ -3641,7 +3660,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 189 (copper / shock resistance) +# tile 190 (copper / shock resistance) { ................ ................ @@ -3660,7 +3679,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 190 (twisted / free action) +# tile 191 (twisted / free action) { ................ ................ @@ -3679,7 +3698,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 191 (steel / slow digestion) +# tile 192 (steel / slow digestion) { ................ ................ @@ -3698,7 +3717,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 192 (silver / teleportation) +# tile 193 (silver / teleportation) { ................ ................ @@ -3717,7 +3736,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 193 (gold / teleport control) +# tile 194 (gold / teleport control) { ................ ................ @@ -3736,7 +3755,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 194 (ivory / polymorph) +# tile 195 (ivory / polymorph) { ................ ................ @@ -3755,7 +3774,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 195 (emerald / polymorph control) +# tile 196 (emerald / polymorph control) { ................ ................ @@ -3774,7 +3793,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 196 (wire / invisibility) +# tile 197 (wire / invisibility) { ................ ................ @@ -3793,7 +3812,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 197 (engagement / see invisible) +# tile 198 (engagement / see invisible) { ................ ................ @@ -3812,7 +3831,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 198 (shiny / protection from shape changers) +# tile 199 (shiny / protection from shape changers) { ................ ................ @@ -3831,7 +3850,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 199 (circular / amulet of ESP) +# tile 200 (circular / amulet of ESP) { ................ ......LLLLLAA... @@ -3850,7 +3869,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 200 (spherical / amulet of life saving) +# tile 201 (spherical / amulet of life saving) { ................ ......LLLLLAA... @@ -3869,7 +3888,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 201 (oval / amulet of strangulation) +# tile 202 (oval / amulet of strangulation) { ................ ......LLLLLLAA.. @@ -3888,7 +3907,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 202 (triangular / amulet of restful sleep) +# tile 203 (triangular / amulet of restful sleep) { ................ ......LLLLLAA... @@ -3907,7 +3926,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 203 (pyramidal / amulet versus poison) +# tile 204 (pyramidal / amulet versus poison) { ................ ......LLLLLAA... @@ -3926,7 +3945,7 @@ Z = (195, 195, 195) ....KJJJJJJJJA.. .......AAAAAAA.. } -# tile 204 (square / amulet of change) +# tile 205 (square / amulet of change) { ................ ......LLLLLAA... @@ -3945,7 +3964,7 @@ Z = (195, 195, 195) .......AAAAA.... ................ } -# tile 205 (concave / amulet of unchanging) +# tile 206 (concave / amulet of unchanging) { ................ ......LLLLLAA... @@ -3964,7 +3983,7 @@ Z = (195, 195, 195) .......KCCAA.... ........AAA..... } -# tile 206 (hexagonal / amulet of reflection) +# tile 207 (hexagonal / amulet of reflection) { ................ ......LLLLLAA... @@ -3983,7 +4002,7 @@ Z = (195, 195, 195) ........AAA..... ................ } -# tile 207 (octagonal / amulet of magical breathing) +# tile 208 (octagonal / amulet of magical breathing) { ................ ......LLLLLAA... @@ -4002,7 +4021,7 @@ Z = (195, 195, 195) .......KKKAA.... ........AAA..... } -# tile 208 (perforated / amulet of guarding) +# tile 209 (perforated / amulet of guarding) { ................ ......LLLLLAA... @@ -4021,7 +4040,7 @@ Z = (195, 195, 195) .......KKKAA.... ........AAA..... } -# tile 209 (cubical / amulet of flying) +# tile 210 (cubical / amulet of flying) { ................ ......LLLLLAA... @@ -4040,7 +4059,7 @@ Z = (195, 195, 195) ......CKKKKA.... .......AAAAA.... } -# tile 210 (Amulet of Yendor / cheap plastic imitation of the Amulet of Yendor) +# tile 211 (Amulet of Yendor / cheap plastic imitation of the Amulet of Yendor) { ................ ......HHHHHAA... @@ -4059,7 +4078,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 211 (Amulet of Yendor / Amulet of Yendor) +# tile 212 (Amulet of Yendor / Amulet of Yendor) { ................ ......HHHHHAA... @@ -4078,7 +4097,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 212 (large box) +# tile 213 (large box) { ................ ................ @@ -4097,7 +4116,7 @@ Z = (195, 195, 195) CKKKKKKKKKKJAA.. .AAAAAAAAAAAA... } -# tile 213 (chest) +# tile 214 (chest) { ................ ................ @@ -4116,7 +4135,7 @@ Z = (195, 195, 195) CKKKKKKKKKKJAA.. .AAAAAAAAAAAA... } -# tile 214 (ice box) +# tile 215 (ice box) { ................ ................ @@ -4135,7 +4154,7 @@ Z = (195, 195, 195) NBBBBBBBBBBPAA.. .AAAAAAAAAAAA... } -# tile 215 (bag / sack) +# tile 216 (bag / sack) { ................ ................ @@ -4154,7 +4173,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 216 (bag / oilskin sack) +# tile 217 (bag / oilskin sack) { ................ ................ @@ -4173,7 +4192,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 217 (bag / bag of holding) +# tile 218 (bag / bag of holding) { ................ ................ @@ -4192,7 +4211,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 218 (bag / bag of tricks) +# tile 219 (bag / bag of tricks) { ................ ................ @@ -4211,7 +4230,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 219 (key / skeleton key) +# tile 220 (key / skeleton key) { ................ ................ @@ -4230,7 +4249,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 220 (lock pick) +# tile 221 (lock pick) { ................ ................ @@ -4249,7 +4268,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 221 (credit card) +# tile 222 (credit card) { ................ ................ @@ -4268,7 +4287,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 222 (candle / tallow candle) +# tile 223 (candle / tallow candle) { ................ ................ @@ -4287,7 +4306,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 223 (candle / wax candle) +# tile 224 (candle / wax candle) { ................ ................ @@ -4306,7 +4325,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 224 (brass lantern) +# tile 225 (brass lantern) { ................ ................ @@ -4325,7 +4344,7 @@ Z = (195, 195, 195) .....AAAAAAA.... ................ } -# tile 225 (lamp / oil lamp) +# tile 226 (lamp / oil lamp) { ................ ................ @@ -4344,7 +4363,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 226 (lamp / magic lamp) +# tile 227 (lamp / magic lamp) { ................ ................ @@ -4363,7 +4382,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 227 (expensive camera) +# tile 228 (expensive camera) { ................ ................ @@ -4382,7 +4401,7 @@ Z = (195, 195, 195) ...PPPPPPPPPPPP. ................ } -# tile 228 (looking glass / mirror) +# tile 229 (looking glass / mirror) { ................ ................ @@ -4401,7 +4420,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 229 (glass orb / crystal ball) +# tile 230 (glass orb / crystal ball) { ................ ................ @@ -4420,7 +4439,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 230 (lenses) +# tile 231 (lenses) { ................ ................ @@ -4439,7 +4458,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 231 (blindfold) +# tile 232 (blindfold) { ................ ................ @@ -4458,7 +4477,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 232 (towel) +# tile 233 (towel) { ................ ................ @@ -4477,7 +4496,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 233 (saddle) +# tile 234 (saddle) { ................ ................ @@ -4496,7 +4515,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 234 (leash) +# tile 235 (leash) { ................ ................ @@ -4515,7 +4534,7 @@ Z = (195, 195, 195) .....AAAA....... ................ } -# tile 235 (stethoscope) +# tile 236 (stethoscope) { ................ ................ @@ -4534,7 +4553,7 @@ Z = (195, 195, 195) ........AAA..... ................ } -# tile 236 (tinning kit) +# tile 237 (tinning kit) { ................ ................ @@ -4553,7 +4572,7 @@ Z = (195, 195, 195) ......AAA....... ................ } -# tile 237 (tin opener) +# tile 238 (tin opener) { ................ ................ @@ -4572,7 +4591,7 @@ Z = (195, 195, 195) ........AA...... ................ } -# tile 238 (can of grease) +# tile 239 (can of grease) { ................ ................ @@ -4591,7 +4610,7 @@ Z = (195, 195, 195) .......AAAA..... ................ } -# tile 239 (figurine) +# tile 240 (figurine) { ................ ................ @@ -4610,7 +4629,7 @@ Z = (195, 195, 195) .....JJJJJAA.... ................ } -# tile 240 (magic marker) +# tile 241 (magic marker) { ................ ................ @@ -4629,7 +4648,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 241 (land mine) +# tile 242 (land mine) { ................ ................ @@ -4648,7 +4667,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 242 (beartrap) +# tile 243 (beartrap) { ................ ................ @@ -4667,7 +4686,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 243 (whistle / tin whistle) +# tile 244 (whistle / tin whistle) { ................ ................ @@ -4686,7 +4705,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 244 (whistle / magic whistle) +# tile 245 (whistle / magic whistle) { ................ ................ @@ -4705,7 +4724,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 245 (flute / wooden flute) +# tile 246 (flute / wooden flute) { ................ ................ @@ -4724,7 +4743,7 @@ Z = (195, 195, 195) ..A............. ................ } -# tile 246 (flute / magic flute) +# tile 247 (flute / magic flute) { ................ ................ @@ -4743,7 +4762,7 @@ Z = (195, 195, 195) ..A............. ................ } -# tile 247 (horn / tooled horn) +# tile 248 (horn / tooled horn) { ................ ................ @@ -4762,7 +4781,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 248 (horn / frost horn) +# tile 249 (horn / frost horn) { ................ ................ @@ -4781,7 +4800,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 249 (horn / fire horn) +# tile 250 (horn / fire horn) { ................ ................ @@ -4800,7 +4819,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 250 (horn / horn of plenty) +# tile 251 (horn / horn of plenty) { ................ ................ @@ -4819,7 +4838,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 251 (harp / wooden harp) +# tile 252 (harp / wooden harp) { ................ ................ @@ -4838,7 +4857,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 252 (harp / magic harp) +# tile 253 (harp / magic harp) { ................ ................ @@ -4857,7 +4876,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 253 (bell) +# tile 254 (bell) { ................ .......KA....... @@ -4876,7 +4895,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 254 (bugle) +# tile 255 (bugle) { ................ ................ @@ -4895,7 +4914,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 255 (drum / leather drum) +# tile 256 (drum / leather drum) { ................ ................ @@ -4914,7 +4933,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 256 (drum / drum of earthquake) +# tile 257 (drum / drum of earthquake) { ................ ................ @@ -4933,7 +4952,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 257 (pick-axe) +# tile 258 (pick-axe) { ................ ................ @@ -4952,7 +4971,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 258 (grappling hook) +# tile 259 (grappling hook) { .............N.. ..............P. @@ -4971,7 +4990,7 @@ Z = (195, 195, 195) ..OOA..OOOA..... ....OOOAA....... } -# tile 259 (unicorn horn) +# tile 260 (unicorn horn) { ................ ................ @@ -4990,7 +5009,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 260 (candelabrum / Candelabrum of Invocation) +# tile 261 (candelabrum / Candelabrum of Invocation) { .......N........ .......D........ @@ -5009,7 +5028,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 261 (silver bell / Bell of Opening) +# tile 262 (silver bell / Bell of Opening) { ................ .......OA....... @@ -5028,7 +5047,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 262 (tripe ration) +# tile 263 (tripe ration) { ................ ................ @@ -5047,7 +5066,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 263 (corpse) +# tile 264 (corpse) { ................ .....D.DPLN..... @@ -5066,7 +5085,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 264 (egg) +# tile 265 (egg) { ................ ................ @@ -5085,7 +5104,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 265 (meatball) +# tile 266 (meatball) { ................ ................ @@ -5104,7 +5123,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 266 (meat stick) +# tile 267 (meat stick) { ................ ................ @@ -5123,7 +5142,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 267 (enormous meatball) +# tile 268 (enormous meatball) { ................ ................ @@ -5142,7 +5161,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 268 (meat ring) +# tile 269 (meat ring) { ................ ................ @@ -5161,7 +5180,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 269 (glob of gray ooze) +# tile 270 (glob of gray ooze) { ................ ................ @@ -5180,7 +5199,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 270 (glob of brown pudding) +# tile 271 (glob of brown pudding) { ................ ................ @@ -5199,7 +5218,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 271 (glob of green slime) +# tile 272 (glob of green slime) { ................ ................ @@ -5218,7 +5237,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 272 (glob of black pudding) +# tile 273 (glob of black pudding) { ................ ................ @@ -5237,7 +5256,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 273 (kelp frond) +# tile 274 (kelp frond) { ....FA.......... ....FFA......... @@ -5256,7 +5275,7 @@ Z = (195, 195, 195) .....FFFFA...... ......FFFFA..... } -# tile 274 (eucalyptus leaf) +# tile 275 (eucalyptus leaf) { ................ ................ @@ -5275,7 +5294,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 275 (apple) +# tile 276 (apple) { ................ ................ @@ -5294,7 +5313,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 276 (orange) +# tile 277 (orange) { ................ ................ @@ -5313,7 +5332,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 277 (pear) +# tile 278 (pear) { ................ ................ @@ -5332,7 +5351,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 278 (melon) +# tile 279 (melon) { ................ ................ @@ -5351,7 +5370,7 @@ Z = (195, 195, 195) ......AAA....... ................ } -# tile 279 (banana) +# tile 280 (banana) { ................ ................ @@ -5370,7 +5389,7 @@ Z = (195, 195, 195) .....AAAAA...... ................ } -# tile 280 (carrot) +# tile 281 (carrot) { ................ ..........F..F.. @@ -5389,7 +5408,7 @@ Z = (195, 195, 195) ...A............ ................ } -# tile 281 (sprig of wolfsbane) +# tile 282 (sprig of wolfsbane) { ................ ................ @@ -5408,7 +5427,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 282 (clove of garlic) +# tile 283 (clove of garlic) { ................ ................ @@ -5427,7 +5446,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 283 (slime mold) +# tile 284 (slime mold) { ................ ................ @@ -5446,7 +5465,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 284 (lump of royal jelly) +# tile 285 (lump of royal jelly) { ................ ................ @@ -5465,7 +5484,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 285 (cream pie) +# tile 286 (cream pie) { ................ ................ @@ -5484,7 +5503,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 286 (candy bar) +# tile 287 (candy bar) { ................ ................ @@ -5503,7 +5522,7 @@ Z = (195, 195, 195) ....A........... ................ } -# tile 287 (fortune cookie) +# tile 288 (fortune cookie) { ................ ................ @@ -5522,7 +5541,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 288 (pancake) +# tile 289 (pancake) { ................ ................ @@ -5541,7 +5560,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 289 (lembas wafer) +# tile 290 (lembas wafer) { ................ ................ @@ -5560,7 +5579,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 290 (cram ration) +# tile 291 (cram ration) { ................ ...JKA.......... @@ -5579,7 +5598,7 @@ Z = (195, 195, 195) .....AAAAAA..... ................ } -# tile 291 (food ration) +# tile 292 (food ration) { ...JJA.......... ...BPA.......... @@ -5598,7 +5617,7 @@ Z = (195, 195, 195) ....KKKKKKKKKA.. .....AAAAAAAA... } -# tile 292 (K-ration) +# tile 293 (K-ration) { ................ ................ @@ -5617,7 +5636,7 @@ Z = (195, 195, 195) ....KKKKKKKKKA.. .....AAAAAAAA... } -# tile 293 (C-ration) +# tile 294 (C-ration) { ................ ................ @@ -5636,7 +5655,7 @@ Z = (195, 195, 195) ....KKKKKKKKKA.. .....AAAAAAAA... } -# tile 294 (tin) +# tile 295 (tin) { ................ ................ @@ -5655,7 +5674,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 295 (ruby / gain ability) +# tile 296 (ruby / gain ability) { ................ ................ @@ -5674,7 +5693,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 296 (pink / restore ability) +# tile 297 (pink / restore ability) { ................ ................ @@ -5693,7 +5712,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 297 (orange / confusion) +# tile 298 (orange / confusion) { ................ ................ @@ -5712,7 +5731,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 298 (yellow / blindness) +# tile 299 (yellow / blindness) { ................ ................ @@ -5731,7 +5750,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 299 (emerald / paralysis) +# tile 300 (emerald / paralysis) { ................ ................ @@ -5750,7 +5769,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 300 (dark green / speed) +# tile 301 (dark green / speed) { ................ ................ @@ -5769,7 +5788,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 301 (cyan / levitation) +# tile 302 (cyan / levitation) { ................ ................ @@ -5788,7 +5807,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 302 (sky blue / hallucination) +# tile 303 (sky blue / hallucination) { ................ ................ @@ -5807,7 +5826,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 303 (brilliant blue / invisibility) +# tile 304 (brilliant blue / invisibility) { ................ ................ @@ -5826,7 +5845,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 304 (magenta / see invisible) +# tile 305 (magenta / see invisible) { ................ ................ @@ -5845,7 +5864,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 305 (purple-red / healing) +# tile 306 (purple-red / healing) { ................ ................ @@ -5864,7 +5883,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 306 (puce / extra healing) +# tile 307 (puce / extra healing) { ................ ................ @@ -5883,7 +5902,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 307 (milky / gain level) +# tile 308 (milky / gain level) { ................ ................ @@ -5902,7 +5921,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 308 (swirly / enlightenment) +# tile 309 (swirly / enlightenment) { ................ ................ @@ -5921,7 +5940,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 309 (bubbly / monster detection) +# tile 310 (bubbly / monster detection) { ................ ................ @@ -5940,7 +5959,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 310 (smoky / object detection) +# tile 311 (smoky / object detection) { ................ ................ @@ -5959,7 +5978,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 311 (cloudy / gain energy) +# tile 312 (cloudy / gain energy) { ................ ................ @@ -5978,7 +5997,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 312 (effervescent / sleeping) +# tile 313 (effervescent / sleeping) { ................ ................ @@ -5997,7 +6016,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 313 (black / full healing) +# tile 314 (black / full healing) { ................ ................ @@ -6016,7 +6035,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 314 (golden / polymorph) +# tile 315 (golden / polymorph) { ................ ................ @@ -6035,7 +6054,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 315 (brown / booze) +# tile 316 (brown / booze) { ................ ................ @@ -6054,7 +6073,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 316 (fizzy / sickness) +# tile 317 (fizzy / sickness) { ................ ................ @@ -6073,7 +6092,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 317 (dark / fruit juice) +# tile 318 (dark / fruit juice) { ................ ................ @@ -6092,7 +6111,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 318 (white / acid) +# tile 319 (white / acid) { ................ ................ @@ -6111,7 +6130,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 319 (murky / oil) +# tile 320 (murky / oil) { ................ ................ @@ -6130,7 +6149,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 320 (clear / water) +# tile 321 (clear / water) { ................ ................ @@ -6149,7 +6168,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 321 (ZELGO MER / enchant armor) +# tile 322 (ZELGO MER / enchant armor) { ................ ................ @@ -6168,7 +6187,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 322 (JUYED AWK YACC / destroy armor) +# tile 323 (JUYED AWK YACC / destroy armor) { ................ ................ @@ -6187,7 +6206,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 323 (NR 9 / confuse monster) +# tile 324 (NR 9 / confuse monster) { ................ ................ @@ -6206,7 +6225,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 324 (XIXAXA XOXAXA XUXAXA / scare monster) +# tile 325 (XIXAXA XOXAXA XUXAXA / scare monster) { ................ ................ @@ -6225,7 +6244,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 325 (PRATYAVAYAH / remove curse) +# tile 326 (PRATYAVAYAH / remove curse) { ................ ................ @@ -6244,7 +6263,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 326 (DAIYEN FOOELS / enchant weapon) +# tile 327 (DAIYEN FOOELS / enchant weapon) { ................ ................ @@ -6263,7 +6282,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 327 (LEP GEX VEN ZEA / create monster) +# tile 328 (LEP GEX VEN ZEA / create monster) { ................ ................ @@ -6282,7 +6301,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 328 (PRIRUTSENIE / taming) +# tile 329 (PRIRUTSENIE / taming) { ................ ................ @@ -6301,7 +6320,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 329 (ELBIB YLOH / genocide) +# tile 330 (ELBIB YLOH / genocide) { ................ ................ @@ -6320,7 +6339,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 330 (VERR YED HORRE / light) +# tile 331 (VERR YED HORRE / light) { ................ ................ @@ -6339,7 +6358,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 331 (VENZAR BORGAVVE / teleportation) +# tile 332 (VENZAR BORGAVVE / teleportation) { ................ ................ @@ -6358,7 +6377,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 332 (THARR / gold detection) +# tile 333 (THARR / gold detection) { ................ ................ @@ -6377,7 +6396,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 333 (YUM YUM / food detection) +# tile 334 (YUM YUM / food detection) { ................ ................ @@ -6396,7 +6415,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 334 (KERNOD WEL / identify) +# tile 335 (KERNOD WEL / identify) { ................ ................ @@ -6415,7 +6434,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 335 (ELAM EBOW / magic mapping) +# tile 336 (ELAM EBOW / magic mapping) { ................ ................ @@ -6434,7 +6453,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 336 (DUAM XNAHT / amnesia) +# tile 337 (DUAM XNAHT / amnesia) { ................ ................ @@ -6453,7 +6472,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 337 (ANDOVA BEGARIN / fire) +# tile 338 (ANDOVA BEGARIN / fire) { ................ ................ @@ -6472,7 +6491,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 338 (KIRJE / earth) +# tile 339 (KIRJE / earth) { ................ ................ @@ -6491,7 +6510,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 339 (VE FORBRYDERNE / punishment) +# tile 340 (VE FORBRYDERNE / punishment) { ................ ................ @@ -6510,7 +6529,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 340 (HACKEM MUCHE / charging) +# tile 341 (HACKEM MUCHE / charging) { ................ ................ @@ -6529,7 +6548,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 341 (VELOX NEB / stinking cloud) +# tile 342 (VELOX NEB / stinking cloud) { ................ ................ @@ -6548,7 +6567,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 342 (FOOBIE BLETCH) +# tile 343 (FOOBIE BLETCH) { ................ ................ @@ -6567,7 +6586,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 343 (TEMOV) +# tile 344 (TEMOV) { ................ ................ @@ -6586,7 +6605,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 344 (GARVEN DEH) +# tile 345 (GARVEN DEH) { ................ ................ @@ -6605,7 +6624,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 345 (READ ME) +# tile 346 (READ ME) { ................ ................ @@ -6624,7 +6643,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 346 (ETAOIN SHRDLU) +# tile 347 (ETAOIN SHRDLU) { ................ ................ @@ -6643,7 +6662,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 347 (LOREM IPSUM) +# tile 348 (LOREM IPSUM) { ................ ................ @@ -6662,7 +6681,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 348 (FNORD) +# tile 349 (FNORD) { ................ ................ @@ -6681,7 +6700,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 349 (KO BATE) +# tile 350 (KO BATE) { ................ ................ @@ -6700,7 +6719,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 350 (ABRA KA DABRA) +# tile 351 (ABRA KA DABRA) { ................ ................ @@ -6719,7 +6738,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 351 (ASHPD SODALG) +# tile 352 (ASHPD SODALG) { ................ ................ @@ -6738,7 +6757,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 352 (ZLORFIK) +# tile 353 (ZLORFIK) { ................ ................ @@ -6757,7 +6776,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 353 (GNIK SISI VLE) +# tile 354 (GNIK SISI VLE) { ................ ................ @@ -6776,7 +6795,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 354 (HAPAX LEGOMENON) +# tile 355 (HAPAX LEGOMENON) { ................ ................ @@ -6795,7 +6814,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 355 (EIRIS SAZUN IDISI) +# tile 356 (EIRIS SAZUN IDISI) { ................ ................ @@ -6814,7 +6833,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 356 (PHOL ENDE WODAN) +# tile 357 (PHOL ENDE WODAN) { ................ ................ @@ -6833,7 +6852,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 357 (GHOTI) +# tile 358 (GHOTI) { ................ ................ @@ -6852,7 +6871,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 358 (MAPIRO MAHAMA DIROMAT) +# tile 359 (MAPIRO MAHAMA DIROMAT) { ................ ................ @@ -6871,7 +6890,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 359 (VAS CORP BET MANI) +# tile 360 (VAS CORP BET MANI) { ................ ................ @@ -6890,7 +6909,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 360 (XOR OTA) +# tile 361 (XOR OTA) { ................ ................ @@ -6909,7 +6928,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 361 (STRC PRST SKRZ KRK) +# tile 362 (STRC PRST SKRZ KRK) { ................ ................ @@ -6928,7 +6947,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 362 (stamped / mail) +# tile 363 (stamped / mail) { ................ ................ @@ -6947,7 +6966,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 363 (unlabeled / blank paper) +# tile 364 (unlabeled / blank paper) { ................ ................ @@ -6966,7 +6985,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 364 (parchment / dig) +# tile 365 (parchment / dig) { ................ ................ @@ -6985,7 +7004,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 365 (vellum / magic missile) +# tile 366 (vellum / magic missile) { ................ ................ @@ -7004,7 +7023,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 366 (ragged / fireball) +# tile 367 (ragged / fireball) { ................ ................ @@ -7023,7 +7042,7 @@ Z = (195, 195, 195) ......OOJJAA.... ................ } -# tile 367 (dog eared / cone of cold) +# tile 368 (dog eared / cone of cold) { ................ ................ @@ -7042,7 +7061,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 368 (mottled / sleep) +# tile 369 (mottled / sleep) { ................ ................ @@ -7061,7 +7080,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 369 (stained / finger of death) +# tile 370 (stained / finger of death) { ................ ................ @@ -7080,7 +7099,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 370 (cloth / light) +# tile 371 (cloth / light) { ................ ................ @@ -7099,7 +7118,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 371 (leathery / detect monsters) +# tile 372 (leathery / detect monsters) { ................ ................ @@ -7118,7 +7137,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 372 (white / healing) +# tile 373 (white / healing) { ................ ................ @@ -7137,7 +7156,7 @@ Z = (195, 195, 195) .......PNNAA.... ................ } -# tile 373 (pink / knock) +# tile 374 (pink / knock) { ................ ................ @@ -7156,7 +7175,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 374 (red / force bolt) +# tile 375 (red / force bolt) { ................ ................ @@ -7175,7 +7194,7 @@ Z = (195, 195, 195) .......DDDAA.... ................ } -# tile 375 (orange / confuse monster) +# tile 376 (orange / confuse monster) { ................ ................ @@ -7194,7 +7213,7 @@ Z = (195, 195, 195) .......CCCAA.... ................ } -# tile 376 (yellow / cure blindness) +# tile 377 (yellow / cure blindness) { ................ ................ @@ -7213,7 +7232,7 @@ Z = (195, 195, 195) .......HHHAA.... ................ } -# tile 377 (velvet / drain life) +# tile 378 (velvet / drain life) { ................ ................ @@ -7232,7 +7251,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 378 (light green / slow monster) +# tile 379 (light green / slow monster) { ................ ................ @@ -7251,7 +7270,7 @@ Z = (195, 195, 195) .......GGGAA.... ................ } -# tile 379 (dark green / wizard lock) +# tile 380 (dark green / wizard lock) { ................ ................ @@ -7270,7 +7289,7 @@ Z = (195, 195, 195) .......FFFAA.... ................ } -# tile 380 (turquoise / create monster) +# tile 381 (turquoise / create monster) { ................ ................ @@ -7289,7 +7308,7 @@ Z = (195, 195, 195) .......FBBAA.... ................ } -# tile 381 (cyan / detect food) +# tile 382 (cyan / detect food) { ................ ................ @@ -7308,7 +7327,7 @@ Z = (195, 195, 195) .......BBBAA.... ................ } -# tile 382 (light blue / cause fear) +# tile 383 (light blue / cause fear) { ................ ................ @@ -7327,7 +7346,7 @@ Z = (195, 195, 195) .......BBBAA.... ................ } -# tile 383 (dark blue / clairvoyance) +# tile 384 (dark blue / clairvoyance) { ................ ................ @@ -7346,7 +7365,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 384 (indigo / cure sickness) +# tile 385 (indigo / cure sickness) { ................ ................ @@ -7365,7 +7384,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 385 (magenta / charm monster) +# tile 386 (magenta / charm monster) { ................ ................ @@ -7384,7 +7403,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 386 (purple / haste self) +# tile 387 (purple / haste self) { ................ ................ @@ -7403,7 +7422,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 387 (violet / detect unseen) +# tile 388 (violet / detect unseen) { ................ ................ @@ -7422,7 +7441,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 388 (tan / levitation) +# tile 389 (tan / levitation) { ................ ................ @@ -7441,7 +7460,7 @@ Z = (195, 195, 195) .......KKKAA.... ................ } -# tile 389 (plaid / extra healing) +# tile 390 (plaid / extra healing) { ................ ................ @@ -7460,7 +7479,7 @@ Z = (195, 195, 195) .......EFDAA.... ................ } -# tile 390 (light brown / restore ability) +# tile 391 (light brown / restore ability) { ................ ................ @@ -7479,7 +7498,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 391 (dark brown / invisibility) +# tile 392 (dark brown / invisibility) { ................ ................ @@ -7498,7 +7517,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 392 (gray / detect treasure) +# tile 393 (gray / detect treasure) { ................ ................ @@ -7517,7 +7536,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 393 (wrinkled / remove curse) +# tile 394 (wrinkled / remove curse) { ................ ................ @@ -7536,7 +7555,7 @@ Z = (195, 195, 195) ......JJKKAA.... ................ } -# tile 394 (dusty / magic mapping) +# tile 395 (dusty / magic mapping) { ................ ................ @@ -7555,7 +7574,7 @@ Z = (195, 195, 195) .KAKA..JJJAA.... ................ } -# tile 395 (bronze / identify) +# tile 396 (bronze / identify) { ................ ................ @@ -7574,7 +7593,7 @@ Z = (195, 195, 195) .......CCCAA.... ................ } -# tile 396 (copper / turn undead) +# tile 397 (copper / turn undead) { ................ ................ @@ -7593,7 +7612,7 @@ Z = (195, 195, 195) .......JCJAA.... ................ } -# tile 397 (silver / polymorph) +# tile 398 (silver / polymorph) { ................ ................ @@ -7612,7 +7631,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 398 (gold / teleport away) +# tile 399 (gold / teleport away) { ................ ................ @@ -7631,7 +7650,7 @@ Z = (195, 195, 195) .......HHHAA.... ................ } -# tile 399 (glittering / create familiar) +# tile 400 (glittering / create familiar) { ................ ................ @@ -7650,7 +7669,7 @@ Z = (195, 195, 195) .......PPPAN.... .......N........ } -# tile 400 (shining / cancellation) +# tile 401 (shining / cancellation) { ....N........... .......N........ @@ -7669,7 +7688,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 401 (dull / protection) +# tile 402 (dull / protection) { ................ ................ @@ -7688,7 +7707,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 402 (thin / jumping) +# tile 403 (thin / jumping) { ................ ................ @@ -7707,7 +7726,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 403 (thick / stone to flesh) +# tile 404 (thick / stone to flesh) { ................ ................ @@ -7726,7 +7745,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 404 (plain / blank paper) +# tile 405 (plain / blank paper) { ................ ................ @@ -7745,7 +7764,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 405 (paperback / novel) +# tile 406 (paperback / novel) { ................ ................ @@ -7764,7 +7783,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 406 (papyrus / Book of the Dead) +# tile 407 (papyrus / Book of the Dead) { ................ ................ @@ -7783,7 +7802,7 @@ Z = (195, 195, 195) .......AAA...... ................ } -# tile 407 (glass / light) +# tile 408 (glass / light) { ................ ................ @@ -7802,7 +7821,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 408 (balsa / secret door detection) +# tile 409 (balsa / secret door detection) { ................ ................ @@ -7821,7 +7840,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 409 (crystal / enlightenment) +# tile 410 (crystal / enlightenment) { ................ ................ @@ -7840,7 +7859,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 410 (maple / create monster) +# tile 411 (maple / create monster) { ................ ................ @@ -7859,7 +7878,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 411 (pine / wishing) +# tile 412 (pine / wishing) { ................ ................ @@ -7878,7 +7897,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 412 (oak / nothing) +# tile 413 (oak / nothing) { ................ ................ @@ -7897,7 +7916,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 413 (ebony / striking) +# tile 414 (ebony / striking) { ................ ................ @@ -7916,7 +7935,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 414 (marble / make invisible) +# tile 415 (marble / make invisible) { ................ ................ @@ -7935,7 +7954,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 415 (tin / slow monster) +# tile 416 (tin / slow monster) { ................ ................ @@ -7954,7 +7973,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 416 (brass / speed monster) +# tile 417 (brass / speed monster) { ................ ................ @@ -7973,7 +7992,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 417 (copper / undead turning) +# tile 418 (copper / undead turning) { ................ ................ @@ -7992,7 +8011,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 418 (silver / polymorph) +# tile 419 (silver / polymorph) { ................ ................ @@ -8011,7 +8030,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 419 (platinum / cancellation) +# tile 420 (platinum / cancellation) { ................ ................ @@ -8030,7 +8049,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 420 (iridium / teleportation) +# tile 421 (iridium / teleportation) { ................ ................ @@ -8049,7 +8068,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 421 (zinc / opening) +# tile 422 (zinc / opening) { ................ ................ @@ -8068,7 +8087,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 422 (aluminum / locking) +# tile 423 (aluminum / locking) { ................ ................ @@ -8087,7 +8106,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 423 (uranium / probing) +# tile 424 (uranium / probing) { ................ ................ @@ -8106,7 +8125,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 424 (iron / digging) +# tile 425 (iron / digging) { ................ ................ @@ -8125,7 +8144,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 425 (steel / magic missile) +# tile 426 (steel / magic missile) { ................ ................ @@ -8144,7 +8163,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 426 (hexagonal / fire) +# tile 427 (hexagonal / fire) { ................ ................ @@ -8163,7 +8182,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 427 (short / cold) +# tile 428 (short / cold) { ................ ................ @@ -8182,7 +8201,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 428 (runed / sleep) +# tile 429 (runed / sleep) { ................ ................ @@ -8201,7 +8220,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 429 (long / death) +# tile 430 (long / death) { ................ .............NO. @@ -8220,7 +8239,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 430 (curved / lightning) +# tile 431 (curved / lightning) { ................ .......NO....... @@ -8239,7 +8258,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 431 (forked) +# tile 432 (forked) { ................ ................ @@ -8258,7 +8277,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 432 (spiked) +# tile 433 (spiked) { ................ ................ @@ -8277,7 +8296,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 433 (jeweled) +# tile 434 (jeweled) { ................ ................ @@ -8296,7 +8315,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 434 (gold piece) +# tile 435 (gold piece) { ................ ................ @@ -8315,7 +8334,7 @@ Z = (195, 195, 195) .........HA..... ...........HA... } -# tile 435 (white / dilithium crystal) +# tile 436 (white / dilithium crystal) { ................ ................ @@ -8334,7 +8353,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 436 (white / diamond) +# tile 437 (white / diamond) { ................ ................ @@ -8353,7 +8372,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 437 (red / ruby) +# tile 438 (red / ruby) { ................ ................ @@ -8372,7 +8391,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 438 (orange / jacinth) +# tile 439 (orange / jacinth) { ................ ................ @@ -8391,7 +8410,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 439 (blue / sapphire) +# tile 440 (blue / sapphire) { ................ ................ @@ -8410,7 +8429,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 440 (black / black opal) +# tile 441 (black / black opal) { ................ ................ @@ -8429,7 +8448,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 441 (green / emerald) +# tile 442 (green / emerald) { ................ ................ @@ -8448,7 +8467,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 442 (green / turquoise) +# tile 443 (green / turquoise) { ................ ................ @@ -8467,7 +8486,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 443 (yellow / citrine) +# tile 444 (yellow / citrine) { ................ ................ @@ -8486,7 +8505,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 444 (green / aquamarine) +# tile 445 (green / aquamarine) { ................ ................ @@ -8505,7 +8524,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 445 (yellowish brown / amber) +# tile 446 (yellowish brown / amber) { ................ ................ @@ -8524,7 +8543,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 446 (yellowish brown / topaz) +# tile 447 (yellowish brown / topaz) { ................ ................ @@ -8543,7 +8562,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 447 (black / jet) +# tile 448 (black / jet) { ................ ................ @@ -8562,7 +8581,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 448 (white / opal) +# tile 449 (white / opal) { ................ ................ @@ -8581,7 +8600,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 449 (yellow / chrysoberyl) +# tile 450 (yellow / chrysoberyl) { ................ ................ @@ -8600,7 +8619,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 450 (red / garnet) +# tile 451 (red / garnet) { ................ ................ @@ -8619,7 +8638,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 451 (violet / amethyst) +# tile 452 (violet / amethyst) { ................ ................ @@ -8638,7 +8657,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 452 (red / jasper) +# tile 453 (red / jasper) { ................ ................ @@ -8657,7 +8676,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 453 (violet / fluorite) +# tile 454 (violet / fluorite) { ................ ................ @@ -8676,7 +8695,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 454 (black / obsidian) +# tile 455 (black / obsidian) { ................ ................ @@ -8695,7 +8714,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 455 (orange / agate) +# tile 456 (orange / agate) { ................ ................ @@ -8714,7 +8733,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 456 (green / jade) +# tile 457 (green / jade) { ................ ................ @@ -8733,7 +8752,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 457 (white / worthless piece of white glass) +# tile 458 (white / worthless piece of white glass) { ................ ................ @@ -8752,7 +8771,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 458 (blue / worthless piece of blue glass) +# tile 459 (blue / worthless piece of blue glass) { ................ ................ @@ -8771,7 +8790,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 459 (red / worthless piece of red glass) +# tile 460 (red / worthless piece of red glass) { ................ ................ @@ -8790,7 +8809,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 460 (yellowish brown / worthless piece of yellowish brown glass) +# tile 461 (yellowish brown / worthless piece of yellowish brown glass) { ................ ................ @@ -8809,7 +8828,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 461 (orange / worthless piece of orange glass) +# tile 462 (orange / worthless piece of orange glass) { ................ ................ @@ -8828,7 +8847,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 462 (yellow / worthless piece of yellow glass) +# tile 463 (yellow / worthless piece of yellow glass) { ................ ................ @@ -8847,7 +8866,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 463 (black / worthless piece of black glass) +# tile 464 (black / worthless piece of black glass) { ................ ................ @@ -8866,7 +8885,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 464 (green / worthless piece of green glass) +# tile 465 (green / worthless piece of green glass) { ................ ................ @@ -8885,7 +8904,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 465 (violet / worthless piece of violet glass) +# tile 466 (violet / worthless piece of violet glass) { ................ ................ @@ -8904,7 +8923,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 466 (gray / luckstone) +# tile 467 (gray / luckstone) { ................ ................ @@ -8923,7 +8942,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 467 (gray / loadstone) +# tile 468 (gray / loadstone) { ................ ................ @@ -8942,7 +8961,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 468 (gray / touchstone) +# tile 469 (gray / touchstone) { ................ ................ @@ -8961,7 +8980,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 469 (gray / flint) +# tile 470 (gray / flint) { ................ ................ @@ -8980,7 +8999,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 470 (rock) +# tile 471 (rock) { ................ ................ @@ -8999,7 +9018,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 471 (boulder) +# tile 472 (boulder) { ................ ................ @@ -9018,7 +9037,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 472 (statue) +# tile 473 (statue) { ................ ........JJ...... @@ -9037,7 +9056,7 @@ Z = (195, 195, 195) .....JJJJJJAA... ................ } -# tile 473 (heavy iron ball) +# tile 474 (heavy iron ball) { ................ ................ @@ -9056,7 +9075,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 474 (iron chain) +# tile 475 (iron chain) { ................ ................ @@ -9075,7 +9094,7 @@ Z = (195, 195, 195) ...........PP.PA ............AA.. } -# tile 475 (splash of venom / splash of blinding venom) +# tile 476 (splash of venom / splash of blinding venom) { ................ ................ @@ -9094,7 +9113,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 476 (splash of venom / splash of acid venom) +# tile 477 (splash of venom / splash of acid venom) { ................ ................