From f9a35132d6caad172c5987182e6984e6c50e0dcb Mon Sep 17 00:00:00 2001 From: PatR Date: Sat, 29 Apr 2023 02:18:29 -0700 Subject: [PATCH] crystal helmet Discussed a long time ago, change helm of brilliance from iron to crystal so that it doesn't need to be a special case for metallic armor's affect on spell casting. It now has a fixed description of "crystal helmet" but is not pre-discovered. Add new helm of caution to retain the "etched helmet" description among the shuffled helms. Wearing it confers the Warning attribute. That's fairly lame but not necessarily useless. It's iron and gets half the former probability for a random piece of armor being helm of brilliance so is not likely to be popular. Helm of caution keeps the old helm of brilliance tile and new helm of brilliance is basically the same image with different color and pointed on the top. Not changed: the etched helmet was marked as green and is drawn that way for text but the tile doesn't actually use green for it. Crystal helmet started as hi_glass (rendered as 'bright cyan') but has been changed to clr_white to match crystal plate mail. Old save and bones files are invalidated. --- doc/fixes3-7-0.txt | 6 +- include/objects.h | 15 +- include/patchlevel.h | 2 +- src/do_wear.c | 8 +- src/spell.c | 16 +- win/share/objects.txt | 783 +++++++++++++++++++++--------------------- 6 files changed, 432 insertions(+), 398 deletions(-) diff --git a/doc/fixes3-7-0.txt b/doc/fixes3-7-0.txt index 96e9f81795..d4c581bc02 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 bc017ba796..4edf9b9ade 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 5198275f6a..f6d3b39a38 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 e22d5c8f77..687a65ad3f 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 abd8a1f815..67a509e96e 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 318c99ee8c..e8ab2335b0 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) { ................ ................