From 85c908cb038bc9b8793568f12b15e03c80828cdd Mon Sep 17 00:00:00 2001 From: PatR Date: Tue, 10 Jan 2023 14:33:21 -0800 Subject: [PATCH] displaying generic objects Add 17 fake objects to objects[], one for each object class. All specific color as gray. They're grouped at the start--actually near the start since "strange object" is still objects[0]--rather than being among the objects for each class. init_object() knows to start at [MAXOCLASSES] instead of [0]; other code that loops through every object might need adjusting. For potions, non-stone gems, and non-novel/non-Book_of_the_Dead spellbooks that don't have obj->dknown set, display the corresponding generic object rather the object itself. Fixes the longstanding bug of seeing color for not-yet-seen objects whose primary distinguishing characteristic is their color. Walking next to a generic object while able to see its spot will set dknown and redraw as specific. It's slightly disconcerting to have objects change as you reach them; I hope it's just a matter of becoming used to that. (If there is any code still changing the hero's location manually instead of using u_on_newpos(), it should be changed to use that routine.) Most of the new tiles are just a big rendering of punctuation characters. The potion, gem, and spellbook ones could be cloned from a specific object in their class and then have the color removed. I started out that way but wasn't happy with the result. I'm not artisticly inclined; hopefully someone else will do better. Each of them is preceded by a comment beginning with "#_"; the underscore isn't required, just being used to make the comments stand out a bit. Invalidates existing save and bones files. --- doc/fixes3-7-0.txt | 2 + include/decl.h | 1 + include/display.h | 118 ++-- include/extern.h | 1 + include/objclass.h | 9 +- include/objects.h | 41 +- include/patchlevel.h | 2 +- src/allmain.c | 17 +- src/decl.c | 1 + src/display.c | 45 +- src/dungeon.c | 6 +- src/o_init.c | 20 +- win/share/objects.txt | 1260 ++++++++++++++++++++++++++--------------- 13 files changed, 994 insertions(+), 529 deletions(-) diff --git a/doc/fixes3-7-0.txt b/doc/fixes3-7-0.txt index f890f04cc..574b9da45 100644 --- a/doc/fixes3-7-0.txt +++ b/doc/fixes3-7-0.txt @@ -1082,6 +1082,8 @@ when identifying items via menu and more than one pass is needed (so when identifying 3 items and player only picks 1, for instance), issue --More-- because the next menu might cover up the ID message(s) slightly more interesting Gehennom filler levels +don't reveal color of potions, gems, or spellbooks that haven't been seen up + close (seeing faraway monster operate on an object counts as up close) Fixes to 3.7.0-x Problems that Were Exposed Via git Repository diff --git a/include/decl.h b/include/decl.h index 90c3232fa..1a8cff2bf 100644 --- a/include/decl.h +++ b/include/decl.h @@ -1259,6 +1259,7 @@ struct instance_globals_o { int (*occupation)(void); int occtime; int otg_temp; /* used by object_to_glyph() [otg] */ + struct obj *otg_otmp; /* used by obj_is_piletop() */ const char *occtxt; /* defined when occupation != NULL */ /* symbols.c */ diff --git a/include/display.h b/include/display.h index 1a193fd60..5cf72c225 100644 --- a/include/display.h +++ b/include/display.h @@ -388,7 +388,15 @@ enum glyphmap_change_triggers { gm_nochange, gm_newgame, gm_levelchange, * ridden (female) Represents all female monsters being ridden. * Count: NUMMONS * - * object One for each object. + * object One for each type of object. The first entry is + * 'strange object', the next 1..MAXOCLASSES-1 entries + * are generic (one for each class, including one for + * strange object's 'illobj class'), the rest are + * regular objects. Some members of the generic + * subset are used to prevent color of potions, gems, + * and spellbooks from being revealed when obj->dknown + * hasn't been set, avoiding a bug which had been + * present since day one of color support. * Count: NUM_OBJECTS * * Stone Stone @@ -451,7 +459,8 @@ enum glyphmap_change_triggers { gm_nochange, gm_newgame, gm_levelchange, * frosty explosions A set of nine. * Count: MAXEXPCHAR * - * warning A set of six representing the different warning levels. + * warning A set of six representing the different warning + * levels. * Count: 6 * * statues (male) One for each male monster. @@ -749,7 +758,8 @@ enum glyph_offsets { #define glyph_is_normal_female_monster(glyph) \ ((glyph) >= GLYPH_MON_FEM_OFF && (glyph) < (GLYPH_MON_FEM_OFF + NUMMONS)) #define glyph_is_normal_monster(glyph) \ - (glyph_is_normal_male_monster(glyph) || glyph_is_normal_female_monster(glyph)) + (glyph_is_normal_male_monster(glyph) \ + || glyph_is_normal_female_monster(glyph)) #define glyph_is_female_pet(glyph) \ ((glyph) >= GLYPH_PET_FEM_OFF && (glyph) < (GLYPH_PET_FEM_OFF + NUMMONS)) #define glyph_is_male_pet(glyph) \ @@ -799,10 +809,23 @@ enum glyph_offsets { ? ((glyph) - GLYPH_RIDDEN_MALE_OFF) \ : NUMMONS) +/* boulder hides pile except when on top of another boulder; + the otg_otmp assignment might occur multiple times in the same + expression but there will always be sequence points in between */ #define obj_is_piletop(obj) \ ((obj)->where == OBJ_FLOOR \ - /*&& gl.level.objects[(obj)->ox][(obj)->oy]*/ \ - && gl.level.objects[(obj)->ox][(obj)->oy]->nexthere) + && (go.otg_otmp = gl.level.objects[(obj)->ox][(obj)->oy]->nexthere) != 0 \ + && ((obj)->otyp != BOULDER || go.otg_otmp->otyp == BOULDER)) +/* used to hide info such as potion and gem color when not seen yet; + stones and rock are excluded for gem class; LAST_SPELL includes blank + spellbook but excludes novel and the Book of the Dead */ +#define obj_is_generic(obj) \ + (!(obj)->dknown \ + && ((obj)->oclass == POTION_CLASS \ + || ((obj)->otyp >= FIRST_REAL_GEM \ + && ((obj)->otyp <= LAST_GLASS_GEM)) \ + || ((obj)->otyp >= FIRST_SPELL \ + && ((obj)->otyp <= LAST_SPELL)))) #define glyph_is_body_piletop(glyph) \ (((glyph) >= GLYPH_BODY_PILETOP_OFF) \ @@ -827,17 +850,31 @@ enum glyph_offsets { || glyph_is_male_statue_piletop(glyph)) #define glyph_is_statue(glyph) \ (glyph_is_male_statue(glyph) || glyph_is_fem_statue(glyph)) +/* note: 'strange object' gets [mis?]classified as generic here but that + shouldn't impact anything; to do it properly, glyph_is_normal_generic_obj() + and glyph_is_piletop_generic_obj() should use '>' rather than '>=', and + glyph_is_normal_object() and glyph_is_normal_piletop_obj() should include + (glyph == {GLYPH_OBJ_OFF,GLYPH_OBJ_PILETOP_OFF}) to test for object #0 */ +#define glyph_is_normal_generic_obj(glyph) \ + ((glyph) >= GLYPH_OBJ_OFF && (glyph) < GLYPH_OBJ_OFF + MAXOCLASSES) +#define glyph_is_piletop_generic_obj(glyph) \ + ((glyph) >= GLYPH_OBJ_PILETOP_OFF \ + && (glyph) < GLYPH_OBJ_PILETOP_OFF + MAXOCLASSES) +#define glyph_is_generic_object(glyph) \ + (glyph_is_normal_generic_obj(glyph) \ + || glyph_is_piletop_generic_obj(glyph)) #define glyph_is_normal_piletop_obj(glyph) \ - (((glyph) >= GLYPH_OBJ_PILETOP_OFF) \ + (((glyph) >= GLYPH_OBJ_PILETOP_OFF + MAXOCLASSES) \ && ((glyph) < (GLYPH_OBJ_PILETOP_OFF + NUM_OBJECTS))) #define glyph_is_normal_object(glyph) \ - ((((glyph) >= GLYPH_OBJ_OFF) \ + ((((glyph) >= GLYPH_OBJ_OFF + MAXOCLASSES) \ && ((glyph) < (GLYPH_OBJ_OFF + NUM_OBJECTS))) \ || glyph_is_normal_piletop_obj(glyph)) -#if 0 +#if 0 /* [note: out of date] */ #define glyph_is_object(glyph) \ - ((((glyph) >= GLYPH_OBJ_OFF) && ((glyph) < (GLYPH_OBJ_OFF + NUM_OBJECTS))) \ + ( (((glyph) >= GLYPH_OBJ_OFF) \ + && ((glyph) < (GLYPH_OBJ_OFF + NUM_OBJECTS))) \ || (((glyph) >= GLYPH_OBJ_PILETOP_OFF) \ && ((glyph) < (GLYPH_OBJ_PILETOP_OFF + NUM_OBJECTS))) \ || (((glyph) >= GLYPH_STATUE_MALE_OFF) \ @@ -851,15 +888,16 @@ enum glyph_offsets { || (((glyph) >= GLYPH_BODY_OFF) \ && ((glyph) < (GLYPH_BODY_OFF + NUMMONS))) \ || (((glyph) >= GLYPH_BODY_PILETOP_OFF) \ - && ((glyph) < (GLYPH_BODY_PILETOP_OFF + NUMMONS)))) + && ((glyph) < (GLYPH_BODY_PILETOP_OFF + NUMMONS))) \ + ) #endif #define glyph_is_object(glyph) \ - (glyph_is_normal_object(glyph) || glyph_is_statue(glyph) \ - || glyph_is_body(glyph)) + (glyph_is_normal_object(glyph) || glyph_is_generic_object(glyph) \ + || glyph_is_statue(glyph) || glyph_is_body(glyph)) /* briefly used for Qt's "paper doll" inventory which shows map tiles for equipped objects; those vary like floor items during hallucination now - so this isn't used anywhere */ + so this isn't used anywhere [note: out of date since generic objs added] */ #define obj_to_true_glyph(obj) \ (((obj)->otyp == STATUE) \ ? ((int) (obj)->corpsenm \ @@ -881,10 +919,14 @@ enum glyph_offsets { #define glyph_to_obj(glyph) \ (glyph_is_body(glyph) ? CORPSE \ : glyph_is_statue(glyph) ? STATUE \ - : glyph_is_normal_object(glyph) \ + : glyph_is_generic_object(glyph) \ + ? ((glyph) - (glyph_is_piletop_generic_obj(glyph) \ + ? GLYPH_OBJ_PILETOP_OFF \ + : GLYPH_OBJ_OFF)) \ + : glyph_is_normal_object(glyph) \ ? ((glyph) - (glyph_is_normal_piletop_obj(glyph) \ - ? GLYPH_OBJ_PILETOP_OFF \ - : GLYPH_OBJ_OFF)) \ + ? GLYPH_OBJ_PILETOP_OFF \ + : GLYPH_OBJ_OFF)) \ : NUM_OBJECTS) #define glyph_to_body_corpsenm(glyph) \ @@ -903,27 +945,21 @@ enum glyph_offsets { ? ((glyph) - GLYPH_STATUE_MALE_OFF) \ : NO_GLYPH) -/* These have the unfortunate side effect of needing a global variable */ -/* to store a result. 'otg_temp' is defined and declared in decl.{ch}. */ +/* This has the unfortunate side effect of needing a global variable + to store a result. 'otg_temp' is defined and declared in decl.{ch}. */ #define random_obj_to_glyph(rng) \ - ((go.otg_temp = random_object(rng)) == CORPSE \ + (((go.otg_temp = random_object(rng)) == CORPSE) \ ? (random_monster(rng) + GLYPH_BODY_OFF) \ : (go.otg_temp + GLYPH_OBJ_OFF)) #define corpse_to_glyph(obj) \ - ((int) ((obj)->corpsenm + (obj_is_piletop(obj) \ - ? GLYPH_BODY_PILETOP_OFF \ - : GLYPH_BODY_OFF))) - -/* Paraphrased rationale from the original commit for the boulder - exception: If a boulder is the topmost item on a pile, then it is - not mapped to a piletop glyph; mainly because boulders are "solid"; - boulders dropped by monsters are nearly always over other objects; - also done so that special levels such a Sokoban can "hide" items - under the boulders. */ + ((int) ((obj)->corpsenm \ + + (obj_is_piletop(obj) ? GLYPH_BODY_PILETOP_OFF : GLYPH_BODY_OFF))) +#define generic_obj_to_glyph(obj) \ + ((int) ((obj)->oclass \ + + (obj_is_piletop(obj) ? GLYPH_OBJ_PILETOP_OFF : GLYPH_OBJ_OFF))) #define normal_obj_to_glyph(obj) \ - ((int) ((obj)->otyp + ((obj_is_piletop(obj) && ((obj)->otyp != BOULDER)) \ - ? GLYPH_OBJ_PILETOP_OFF \ - : GLYPH_OBJ_OFF))) + ((int) ((obj)->otyp \ + + (obj_is_piletop(obj) ? GLYPH_OBJ_PILETOP_OFF : GLYPH_OBJ_OFF))) /* MRKR: Statues now have glyphs corresponding to the monster they */ /* represent and look like monsters when you are hallucinating. */ @@ -942,13 +978,11 @@ enum glyph_offsets { : GLYPH_STATUE_MALE_OFF)))) #define obj_to_glyph(obj, rng) \ - (((obj)->otyp == STATUE) \ - ? statue_to_glyph(obj, rng) \ - : ((Hallucination) \ - ? random_obj_to_glyph(rng) \ - : (((obj)->otyp == CORPSE) \ - ? corpse_to_glyph(obj) \ - : normal_obj_to_glyph(obj)))) + (((obj)->otyp == STATUE) ? statue_to_glyph(obj, rng) \ + : (Hallucination) ? random_obj_to_glyph(rng) \ + : ((obj)->otyp == CORPSE) ? corpse_to_glyph(obj) \ + : obj_is_generic(obj) ? generic_obj_to_glyph(obj) \ + : normal_obj_to_glyph(obj)) #define GLYPH_TRAP_OFF \ (GLYPH_CMAP_B_OFF + (S_arrow_trap - S_grave)) @@ -963,8 +997,10 @@ enum glyph_offsets { #if 0 #define glyph_is_piletop(glyph) \ - (glyph_is_body_piletop(glyph) || glyph_is_statue_piletop(glyph) \ - || glyph_is_obj_piletop(glyph)) + (glyph_is_body_piletop(glyph) \ + || glyph_is_statue_piletop(glyph) \ + || glyph_is_piletop_generic_obj(glyph) \ + || glyph_is_obj_piletop(glyph)) #endif /* mgflags for altering map_glyphinfo() internal behavior */ diff --git a/include/extern.h b/include/extern.h index 54235811e..cf6b51aee 100644 --- a/include/extern.h +++ b/include/extern.h @@ -430,6 +430,7 @@ extern void under_water(int); extern void see_monsters(void); extern void set_mimic_blocking(void); extern void see_objects(void); +extern void see_nearby_objects(void); extern void see_traps(void); extern void curs_on_u(void); extern int doredraw(void); diff --git a/include/objclass.h b/include/objclass.h index be7ec92e2..6df539809 100644 --- a/include/objclass.h +++ b/include/objclass.h @@ -171,11 +171,12 @@ enum objects_nums { }; enum misc_object_nums { + NUM_POTIONS = (LAST_POTION - FIRST_POTION + 1), + NUM_REAL_GEMS = (LAST_REAL_GEM - FIRST_REAL_GEM + 1), NUM_GLASS_GEMS = (LAST_GLASS_GEM - FIRST_GLASS_GEM + 1), - /* 1st +1: last-first subtraction; 2nd +1: extra empty spl_book[] slot; - currently LAST_SPELL includes blank, novel, and DeadBook so this - overallocates when used to define spl_book[] array */ - MAXSPELL = (LAST_SPELL + 1 - FIRST_SPELL + 1), + /* LAST_SPELL is SPE_BLANK_PAPER, guaranteeing that spl_book[] will + have at least one unused slot at end to be used as a terminator */ + MAXSPELL = (LAST_SPELL - FIRST_SPELL + 1), }; extern NEARDATA struct objclass objects[NUM_OBJECTS + 1]; diff --git a/include/objects.h b/include/objects.h index 4a2a0223c..5aa08b730 100644 --- a/include/objects.h +++ b/include/objects.h @@ -66,10 +66,38 @@ #error Unproductive inclusion of objects.h #endif /* OBJECTS_DESCR_INIT || OBJECTS_INIT || OBJECTS_ENUM */ +#define GENERIC(desc, class, gen_enum) \ + OBJECT(OBJ(NoDes, desc), \ + BITS(0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, P_NONE, 0), \ + 0, class, 0, 0, 0, 0, 0, 0, 0, 0, 0, CLR_GRAY, gen_enum) + /* dummy object[0] -- description [2nd arg] *must* be NULL */ OBJECT(OBJ("strange object", NoDes), BITS(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, P_NONE, 0), 0, ILLOBJ_CLASS, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, STRANGE_OBJECT), +/* slots [1] through [MAXOCLASSES-1] are indexed by class; some are + used for display purposes, most aren't used; none are actual objects; + note that 'real' strange object is in slot [0] but ILLOBJ_CLASS is 1 + so we add a dummy for it in slot [1] to simplify accessing the rest; + there isn't any entry for RANDOM_CLASS (0) */ +GENERIC("strange", ILLOBJ_CLASS, GENERIC_ILLOBJ), /* [1] */ +GENERIC("weapon", WEAPON_CLASS, GENERIC_WEAPON), /* [2] */ +GENERIC("armor", ARMOR_CLASS, GENERIC_ARMOR), /* [3] */ +GENERIC("ring", RING_CLASS, GENERIC_RING), /* [4] */ +GENERIC("amulet", AMULET_CLASS, GENERIC_AMULET), /* [5] */ +GENERIC("tool", TOOL_CLASS, GENERIC_TOOL), /* [6] */ +GENERIC("food", FOOD_CLASS, GENERIC_FOOD), /* [7] */ +GENERIC("potion", POTION_CLASS, GENERIC_POTION), /* [8] */ +GENERIC("scroll", SCROLL_CLASS, GENERIC_SCROLL), /* [9] */ +GENERIC("spellbook", SPBOOK_CLASS, GENERIC_SPBOOK), /* [10] */ +GENERIC("wand", WAND_CLASS, GENERIC_WAND), /* [11] */ +GENERIC("coin", COIN_CLASS, GENERIC_COIN), /* [12] */ +GENERIC("gem", GEM_CLASS, GENERIC_GEM), /* [13] */ +GENERIC("large rock", ROCK_CLASS, GENERIC_ROCK), /* [14] bldr+statue */ +GENERIC("iron ball", BALL_CLASS, GENERIC_BALL), /* [15] */ +GENERIC("iron chain", CHAIN_CLASS, GENERIC_CHAIN), /* [16] */ +GENERIC("venom", VENOM_CLASS, GENERIC_VENOM), /* [17] */ +#undef GENERIC /* weapons ... */ #define WEAPON(name,desc,kn,mg,bi,prob,wt, \ @@ -1045,6 +1073,7 @@ FOOD("tin", 75, 0, 10, 1, METAL, 0, HI_METAL, TIN), power, POTION_CLASS, prob, 0, 20, cost, 0, 0, 0, 0, 10, color, sn) POTION("gain ability", "ruby", 1, 0, 42, 300, CLR_RED, POT_GAIN_ABILITY), +MARKER(FIRST_POTION, POT_GAIN_ABILITY) POTION("restore ability", "pink", 1, 0, 40, 100, CLR_BRIGHT_MAGENTA, POT_RESTORE_ABILITY), POTION("confusion", "orange", 1, CONFUSION, 42, 100, CLR_ORANGE, @@ -1097,6 +1126,7 @@ POTION("oil", "murky", 0, 0, 30, 250, CLR_BROWN, */ POTION("water", "clear", 0, 0, 92, 100, CLR_CYAN, POT_WATER), +MARKER(LAST_POTION, POT_WATER) #undef POTION /* scrolls ... */ @@ -1338,6 +1368,11 @@ SPELL("freeze sphere", "hardcover", */ SPELL("blank paper", "plain", P_NONE, 18, 0, 0, 0, 0, HI_PAPER, SPE_BLANK_PAPER), +/* LAST_SPELL is used to calculate MAXSPELL, allocation size of spl_book[]; + by including blank paper, which has no actual spell, we ensure that + even if hero learns every spell, spl_book[] will have at least one + unused slot at end; an unused slot is needed for use as terminator */ +MARKER(LAST_SPELL, SPE_BLANK_PAPER) /* tribute book for 3.6 */ OBJECT(OBJ("novel", "paperback"), BITS(0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, P_NONE, PAPER), @@ -1348,10 +1383,6 @@ OBJECT(OBJ("Book of the Dead", "papyrus"), BITS(0, 0, 1, 0, 1, 0, 1, 1, 0, 0, 0, P_NONE, PAPER), 0, SPBOOK_CLASS, 0, 0, 20, 10000, 0, 0, 0, 7, 20, HI_PAPER, SPE_BOOK_OF_THE_DEAD), -/* LAST_SPELL is used to compute MAXSPELL and should probably be - SPE_BLANK_PAPER-1 since there's no need for spl_book[] slots for - blank, novel, and Book of the Dead */ -MARKER(LAST_SPELL, SPE_BOOK_OF_THE_DEAD) #undef SPELL /* wands ... */ @@ -1488,7 +1519,7 @@ GEM("worthless piece of blue glass", "blue", GEM("worthless piece of red glass", "red", 77, 1, 0, 6, 5, GLASS, CLR_RED, WORTHLESS_RED_GLASS), GEM("worthless piece of yellowish brown glass", "yellowish brown", - 77, 1, 0, 6, 5, GLASS, CLR_BROWN, WORTHLESS_YELLOWISH_BROWN_GLASS), + 77, 1, 0, 6, 5, GLASS, CLR_BROWN, WORTHLESS_YELLOWBROWN_GLASS), GEM("worthless piece of orange glass", "orange", 76, 1, 0, 6, 5, GLASS, CLR_ORANGE, WORTHLESS_ORANGE_GLASS), GEM("worthless piece of yellow glass", "yellow", diff --git a/include/patchlevel.h b/include/patchlevel.h index 65b64d320..2f6ab8463 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 67 +#define EDITLEVEL 68 /* * Development status possibilities. diff --git a/src/allmain.c b/src/allmain.c index 7a56b4695..fe15ce213 100644 --- a/src/allmain.c +++ b/src/allmain.c @@ -1058,6 +1058,9 @@ dump_enums(void) static const struct enum_dump omdump[] = { dump_om(FIRST_AMULET), dump_om(LAST_AMULET), + dump_om(FIRST_POTION), + dump_om(LAST_POTION), + dump_om(NUM_POTIONS), dump_om(FIRST_SPELL), dump_om(LAST_SPELL), dump_om(MAXSPELL), @@ -1065,7 +1068,9 @@ dump_enums(void) dump_om(LAST_REAL_GEM), dump_om(FIRST_GLASS_GEM), dump_om(LAST_GLASS_GEM), + dump_om(NUM_REAL_GEMS), dump_om(NUM_GLASS_GEMS), + dump_om(MAX_GLYPH), }; #undef dump_om static const struct enum_dump *const ed[NUM_ENUM_DUMPS] = { @@ -1075,16 +1080,16 @@ dump_enums(void) static int szd[NUM_ENUM_DUMPS] = { SIZE(monsdump), SIZE(objdump), SIZE(omdump) }; - int i, j; + const char *nmprefix; + int i, j, nmwidth; for (i = 0; i < NUM_ENUM_DUMPS; ++ i) { raw_printf("enum %s = {", titles[i]); for (j = 0; j < szd[i]; ++j) { - raw_printf(" %s%s = %i%s", - (j == szd[i] - 1) ? "" : pfx[i], - ed[i][j].nm, - ed[i][j].val, - (j == szd[i] - 1) ? "" : ","); + nmprefix = (j == szd[i] - 1) ? "" : pfx[i]; /* "" or "PM_" */ + nmwidth = 27 - (int) strlen(nmprefix); /* 27 or 24 */ + raw_printf(" %s%*s = %3d,", + nmprefix, -nmwidth, ed[i][j].nm, ed[i][j].val); } raw_print("};"); raw_print(""); diff --git a/src/decl.c b/src/decl.c index 43586368c..25ad307cd 100644 --- a/src/decl.c +++ b/src/decl.c @@ -588,6 +588,7 @@ const struct instance_globals_o g_init_o = { UNDEFINED_PTR, /* occupation */ 0, /* occtime */ UNDEFINED_VALUE, /* otg_temp */ + NULL, /* otg_otmp */ NULL, /* occtxt */ /* symbols.c */ DUMMY, /* ov_primary_syms */ diff --git a/src/display.c b/src/display.c index 51f2a4279..89d807c26 100644 --- a/src/display.c +++ b/src/display.c @@ -309,13 +309,23 @@ map_trap(register struct trap *trap, register int show) * * Map the given object. This routine assumes that the hero can physically * see the location of the object. Update the screen if directed. + * [Note: feel_location() -> map_location() -> map_object() contradicts + * the claim here that the hero can see obj's .] */ void -map_object(register struct obj *obj, register int show) +map_object(register struct obj *obj, int show) { register coordxy x = obj->ox, y = obj->oy; register int glyph = obj_to_glyph(obj, newsym_rn2); + /* if this object is already displayed as a generic object, it might + become a specific one now */ + if (glyph_is_generic_object(glyph) && cansee(x, y) && next2u(x, y) + && !Hallucination) { + obj->dknown = 1; + glyph = obj_to_glyph(obj, newsym_rn2); + } + if (gl.level.flags.hero_memory) { /* MRKR: While hallucinating, statues are seen as random monsters */ /* but remembered as random objects. */ @@ -1425,6 +1435,29 @@ see_objects(void) update_inventory(); } +/* mark the top object of each adjacent stack as having been seen, and + if it was being displayed as generic, redisplay it as specific */ +void +see_nearby_objects(void) +{ + struct obj *obj; + int glyph; + coordxy ix, iy, x = u.ux, y = u.uy; + + for (iy = y - 1; iy <= y + 1; ++iy) + for (ix = x - 1; ix <= x + 1; ++ix) { + if (!isok(ix, iy) || !cansee(ix, iy)) + continue; + if ((obj = vobj_at(ix, iy)) != 0) { + obj->dknown = 1; /* adjacent, so close enough to see it */ + /* operate on remembered glyph rather than current one */ + glyph = levl[ix][iy].glyph; + if (glyph_is_generic_object(glyph)) + newsym_force(ix, iy); + } + } +} + /* * Update hallucinated traps. */ @@ -1697,8 +1730,10 @@ show_glyph(coordxy x, coordxy y, int glyph) text = "statue of a male monster at top of a pile"; } else if ((offset = (glyph - GLYPH_BODY_PILETOP_OFF)) >= 0) { text = "body at top of a pile"; - } else if ((offset = (glyph - GLYPH_OBJ_PILETOP_OFF))) { - text = "object at top of a pile"; + } else if ((offset = (glyph - GLYPH_OBJ_PILETOP_OFF)) >= 0) { + text = (glyph_is_piletop_generic_obj(glyph) + ? "generic object at top of a pile" + : "object at top of a pile"); } else if ((offset = (glyph - GLYPH_STATUE_FEM_OFF)) >= 0) { text = "statue of female monster"; } else if ((offset = (glyph - GLYPH_STATUE_MALE_OFF)) >= 0) { @@ -1745,7 +1780,9 @@ show_glyph(coordxy x, coordxy y, int glyph) } else if ((offset = (glyph - GLYPH_CMAP_STONE_OFF)) >= 0) { text = "stone"; } else if ((offset = (glyph - GLYPH_OBJ_OFF)) >= 0) { - text = "object"; + text = (glyph_is_normal_generic_obj(glyph) + ? "generic object" + : "object"); } else if ((offset = (glyph - GLYPH_RIDDEN_FEM_OFF)) >= 0) { text = "ridden female monster"; } else if ((offset = (glyph - GLYPH_RIDDEN_MALE_OFF)) >= 0) { diff --git a/src/dungeon.c b/src/dungeon.c index 07cd2f56b..7c3f10f4a 100644 --- a/src/dungeon.c +++ b/src/dungeon.c @@ -1426,7 +1426,7 @@ void u_on_newpos(coordxy x, coordxy y) { if (!isok(x, y)) { /* validate location */ - void (*func)(const char *, ...); + void (*func)(const char *, ...) PRINTF_F_PTR(1, 2); func = (x < 0 || y < 0 || x > COLNO - 1 || y > ROWNO - 1) ? panic : impossible; @@ -1445,6 +1445,10 @@ u_on_newpos(coordxy x, coordxy y) stale values from previous level */ if (!on_level(&u.uz, &u.uz0)) u.ux0 = u.ux, u.uy0 = u.uy; + else if (!Blind && !Hallucination) + /* still on same level; might have come close enough to + generic object(s) to redisplay them as specific objects */ + see_nearby_objects(); } /* place you on a random location when arriving on a level */ diff --git a/src/o_init.c b/src/o_init.c index 196bb3ed1..5a93fa985 100644 --- a/src/o_init.c +++ b/src/o_init.c @@ -31,8 +31,10 @@ shuffle_tiles(void) short tmp_tilemap[2][NUM_OBJECTS]; for (i = 0; i < NUM_OBJECTS; i++) { - tmp_tilemap[0][i] = glyphmap[objects[i].oc_descr_idx + GLYPH_OBJ_OFF].tileidx; - tmp_tilemap[1][i] = glyphmap[objects[i].oc_descr_idx + GLYPH_OBJ_PILETOP_OFF].tileidx; + tmp_tilemap[0][i] = glyphmap[objects[i].oc_descr_idx + + GLYPH_OBJ_OFF].tileidx; + tmp_tilemap[1][i] = glyphmap[objects[i].oc_descr_idx + + GLYPH_OBJ_PILETOP_OFF].tileidx; } for (i = 0; i < NUM_OBJECTS; i++) { glyphmap[i + GLYPH_OBJ_OFF].tileidx = tmp_tilemap[0][i]; @@ -122,17 +124,19 @@ init_objects(void) #define COPY_OBJ_DESCR(o_dst, o_src) o_dst.oc_descr_idx = o_src.oc_descr_idx #endif - /* bug fix to prevent "initialization error" abort on Intel Xenix. - * reported by mikew@semike - */ - for (i = 0; i <= MAXOCLASSES; i++) + for (i = 0; i <= MAXOCLASSES; i++) { gb.bases[i] = 0; + if (i > 0 && i < MAXOCLASSES && objects[i].oc_class != i) + panic( + "init_objects: class for generic object #%d doesn't match (%d)", + i, objects[i].oc_class); + } /* initialize object descriptions */ for (i = 0; i < NUM_OBJECTS; i++) objects[i].oc_name_idx = objects[i].oc_descr_idx = i; /* init base; if probs given check that they add up to 1000, otherwise compute probs */ - first = 0; + first = MAXOCLASSES; prevoclass = -1; while (first < NUM_OBJECTS) { oclass = objects[first].oc_class; @@ -188,7 +192,7 @@ init_objects(void) gb.bases[last] = gb.bases[last + 1]; /* check objects[].oc_name_known */ - for (i = 0; i < NUM_OBJECTS; ++i) { + for (i = MAXOCLASSES; i < NUM_OBJECTS; ++i) { int nmkn = objects[i].oc_name_known != 0; if (!OBJ_DESCR(objects[i]) ^ nmkn) { diff --git a/win/share/objects.txt b/win/share/objects.txt index 7522e541e..ab01024d1 100644 --- a/win/share/objects.txt +++ b/win/share/objects.txt @@ -46,7 +46,349 @@ Z = (195, 195, 195) CKKKKKKKKKKJAA.. .AAAAAAAAAAAA... } -# tile 1 (arrow) +# tile 1 (strange) +#_ right/close square bracket +{ + ................ + ................ + ................ + ......OOOO...... + .......SSOS..... + .........OS..... + .........OS..... + .........OS..... + .........OS..... + .........OS..... + .........OS..... + ......OOOOS..... + .......SSSS..... + ................ + ................ + ................ +} +# tile 2 (weapon) +#_ right/close parenthesis +{ + ................ + ................ + ................ + ......OO........ + .......SO....... + .........O...... + .........OS..... + .........OS..... + .........OS..... + .........OS..... + ........O.S..... + ......OO.S...... + .......SS....... + ................ + ................ + ................ +} +# tile 3 (armor) +#_ left/open square bracket +{ + ................ + ................ + ................ + ......OOOO...... + ......ORRRR..... + ......OR........ + ......OR........ + ......OR........ + ......OR........ + ......OR........ + ......OR........ + ......OOOO...... + .......RRRR..... + ................ + ................ + ................ +} +# tile 4 (ring) +#_ circle rather than equal sign +{ + ................ + ................ + ................ + ................ + .......OOO...... + ......O.RRO..... + .....O.R...O.... + .....OR....OR... + .....OR....OR... + ......O...O.R... + .......OOO.R.... + ........RRR..... + ................ + ................ + ................ + ................ +} +# tile 5 (amulet) +#_ double quote +{ + ................ + ................ + ................ + ................ + ......O..O...... + ......OS.OS..... + .....O.SO.S..... + .....OS.OS...... + ....O.SO.S...... + ....OS.OS....... + .....S..S....... + ................ + ................ + ................ + ................ + ................ +} +# tile 6 (tool) +#_ left/open parenthesis +{ + ................ + ................ + ................ + ........OO...... + .......O.RR..... + ......O.R....... + ......OR........ + ......OR........ + ......OR........ + ......OR........ + .......O........ + ........OO...... + .........RR..... + ................ + ................ + ................ +} +# tile 7 (food) +#_ percent sign (almost) +{ + ................ + ................ + ................ + ................ + .....OO.....O... + ....O.SO...O.S.. + ....OS.OS.O.S... + .....OO.SO.S.... + ......SSO.S..... + .......O.SOO.... + ......O.SO.SO... + .....O.S.OS.OS.. + ....O.S...OO.S.. + .....S.....SS... + ................ + ................ +} +# tile 8 (potion) +#_ exclamation point +{ + ................ + ................ + ................ + .......O........ + .......OS....... + .......OS....... + .......OS....... + .......OS....... + .......OS....... + .......OS....... + ........S....... + ................ + .......O........ + ........S....... + ................ + ................ +} +# tile 9 (scroll) +#_ question mark (almost) +{ + ................ + ................ + ................ + ......OOO....... + .....O.SSO...... + ......S..OS..... + .........OS..... + ........O.S..... + .......O.S...... + .......OS....... + .......OS....... + ........S....... + .......O........ + ........S....... + ................ + ................ +} +# tile 10 (spellbook) +#_ plus sign +{ + ................ + ................ + ................ + ................ + ................ + .......O........ + .......OS....... + .......OS....... + ....OOOOOOO..... + .....SSOSSSS.... + .......OS....... + .......OS....... + ........S....... + ................ + ................ + ................ +} +# tile 11 (wand) +#_ slash +{ + ................ + ................ + ................ + ...........O.... + ..........O.S... + .........O.S.... + ........O.S..... + .......O.S...... + ......O.S....... + .....O.S........ + ....O.S......... + ...O.S.......... + ....S........... + ................ + ................ + ................ +} +# tile 12 (coin) +#_ dollar sign +{ + ................ + ................ + ................ + ........H....... + .......OOO...... + ......O.HSS..... + ......OSH....... + .......OOO...... + ........HSO..... + ........H.OS.... + .......OOO.S.... + ........HSS..... + ................ + ................ + ................ + ................ +} +# tile 13 (gem) +#_ asterisk +{ + ................ + ................ + ................ + .......O........ + ....O..OS.O..... + .....O.OSO.S.... + ......O.O.S..... + .......O.S...... + ......O.O....... + .....O.O.O...... + ....O.SOS.O..... + .....S.OS..S.... + ........S....... + ................ + ................ + ................ +} +# tile 14 (large rock) +#_ backtick/grave accent +{ + ................ + ................ + ................ + ................ + ................ + .....O.......... + .....OS......... + ......OO........ + .......SO....... + .........S...... + ................ + ................ + ................ + ................ + ................ + ................ +} +# tile 15 (iron ball) +#_ zero +{ + ................ + ................ + ................ + ................ + ......OOO....... + .....O.SSO...... + .....OS..OS..... + .....OS..OS..... + .....OS..OS..... + .....OS..OS..... + .....OS..OS..... + ......OOO.S..... + .......SSS...... + ................ + ................ + ................ +} +# tile 16 (iron chain) +#_ underscore (ugh) +{ + ................ + ................ + ................ + ................ + ................ + ................ + ................ + ................ + ................ + ................ + ...OOOOOOOOO.... + ....SSSSSSSSS... + ................ + ................ + ................ + ................ +} +# tile 17 (venom) +#_ period +{ + ................ + ................ + ................ + ................ + ................ + ................ + ................ + ................ + ................ + .......OO....... + .......OOR...... + ........RR...... + ................ + ................ + ................ + ................ +} +#_ end of generic object tiles +#_ start of regular object tiles +# tile 18 (arrow) { ................ ..........PP.... @@ -65,7 +407,7 @@ Z = (195, 195, 195) ..AAA........... ................ } -# tile 2 (runed arrow / elven arrow) +# tile 19 (runed arrow / elven arrow) { ................ ..........FF.... @@ -84,7 +426,7 @@ Z = (195, 195, 195) ..AAA........... ................ } -# tile 3 (crude arrow / orcish arrow) +# tile 20 (crude arrow / orcish arrow) { ................ ..........PP.... @@ -103,7 +445,7 @@ Z = (195, 195, 195) ..AAA........... ................ } -# tile 4 (silver arrow) +# tile 21 (silver arrow) { ................ ..........DP.... @@ -122,7 +464,7 @@ Z = (195, 195, 195) ..AAA........... ................ } -# tile 5 (bamboo arrow / ya) +# tile 22 (bamboo arrow / ya) { ................ ..........BP.... @@ -141,7 +483,7 @@ Z = (195, 195, 195) NNPA............ .AA............. } -# tile 6 (crossbow bolt) +# tile 23 (crossbow bolt) { ................ ................ @@ -160,7 +502,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 7 (dart) +# tile 24 (dart) { ................ ................ @@ -179,7 +521,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 8 (throwing star / shuriken) +# tile 25 (throwing star / shuriken) { ................ ................ @@ -198,7 +540,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 9 (boomerang) +# tile 26 (boomerang) { ................ ................ @@ -217,7 +559,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 10 (spear) +# tile 27 (spear) { ................ ..............N. @@ -236,7 +578,7 @@ Z = (195, 195, 195) ..JAA........... ................ } -# tile 11 (runed spear / elven spear) +# tile 28 (runed spear / elven spear) { ................ ..............N. @@ -255,7 +597,7 @@ Z = (195, 195, 195) ..JAA........... ................ } -# tile 12 (crude spear / orcish spear) +# tile 29 (crude spear / orcish spear) { ................ ..............N. @@ -274,7 +616,7 @@ Z = (195, 195, 195) ..JAA........... ................ } -# tile 13 (stout spear / dwarvish spear) +# tile 30 (stout spear / dwarvish spear) { ................ ................ @@ -293,7 +635,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 14 (silver spear) +# tile 31 (silver spear) { ................ ..............OA @@ -312,7 +654,7 @@ Z = (195, 195, 195) .OA............. ................ } -# tile 15 (throwing spear / javelin) +# tile 32 (throwing spear / javelin) { ................ ..............OA @@ -331,7 +673,7 @@ Z = (195, 195, 195) .OA............. ................ } -# tile 16 (trident) +# tile 33 (trident) { ................ ...PA........... @@ -350,7 +692,7 @@ Z = (195, 195, 195) ............JA.. ................ } -# tile 17 (dagger) +# tile 34 (dagger) { ................ ................ @@ -369,7 +711,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 18 (runed dagger / elven dagger) +# tile 35 (runed dagger / elven dagger) { ................ ................ @@ -388,7 +730,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 19 (crude dagger / orcish dagger) +# tile 36 (crude dagger / orcish dagger) { ................ ................ @@ -407,7 +749,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 20 (silver dagger) +# tile 37 (silver dagger) { ................ ................ @@ -426,7 +768,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 21 (athame) +# tile 38 (athame) { ................ ................ @@ -445,7 +787,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 22 (scalpel) +# tile 39 (scalpel) { ................ ................ @@ -464,7 +806,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 23 (knife) +# tile 40 (knife) { ................ ................ @@ -483,7 +825,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 24 (stiletto) +# tile 41 (stiletto) { ................ ................ @@ -502,7 +844,7 @@ Z = (195, 195, 195) ..AAA........... ................ } -# tile 25 (worm tooth) +# tile 42 (worm tooth) { ................ ................ @@ -521,7 +863,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 26 (crysknife) +# tile 43 (crysknife) { ................ ................ @@ -540,7 +882,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 27 (axe) +# tile 44 (axe) { ................ .....OPA........ @@ -559,7 +901,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 28 (double-headed axe / battle-axe) +# tile 45 (double-headed axe / battle-axe) { ................ ................ @@ -578,7 +920,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 29 (short sword) +# tile 46 (short sword) { ................ ................ @@ -597,7 +939,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 30 (runed short sword / elven short sword) +# tile 47 (runed short sword / elven short sword) { ................ ................ @@ -616,7 +958,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 31 (crude short sword / orcish short sword) +# tile 48 (crude short sword / orcish short sword) { ................ ................ @@ -635,7 +977,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 32 (broad short sword / dwarvish short sword) +# tile 49 (broad short sword / dwarvish short sword) { ................ ................ @@ -654,7 +996,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 33 (curved sword / scimitar) +# tile 50 (curved sword / scimitar) { ................ ................ @@ -673,7 +1015,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 34 (silver saber) +# tile 51 (silver saber) { ................ ................ @@ -692,7 +1034,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 35 (broadsword) +# tile 52 (broadsword) { ................ ................ @@ -711,7 +1053,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 36 (runed broadsword / elven broadsword) +# tile 53 (runed broadsword / elven broadsword) { ................ ................ @@ -730,7 +1072,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 37 (long sword) +# tile 54 (long sword) { ................ .............O.. @@ -749,7 +1091,7 @@ Z = (195, 195, 195) .AAA............ ................ } -# tile 38 (two-handed sword) +# tile 55 (two-handed sword) { ..............N. .............NO. @@ -768,7 +1110,7 @@ Z = (195, 195, 195) .AAA............ ................ } -# tile 39 (samurai sword / katana) +# tile 56 (samurai sword / katana) { ................ ..............N. @@ -787,7 +1129,7 @@ Z = (195, 195, 195) ..AA............ ................ } -# tile 40 (long samurai sword / tsurugi) +# tile 57 (long samurai sword / tsurugi) { ................ ................ @@ -806,7 +1148,7 @@ Z = (195, 195, 195) ..AA............ ................ } -# tile 41 (runed broadsword / runesword) +# tile 58 (runed broadsword / runesword) { ................ .............A.. @@ -825,7 +1167,7 @@ Z = (195, 195, 195) .PPP............ ................ } -# tile 42 (vulgar polearm / partisan) +# tile 59 (vulgar polearm / partisan) { ................ .............PO. @@ -844,7 +1186,7 @@ Z = (195, 195, 195) .JJAA........... JJAA............ } -# tile 43 (hilted polearm / ranseur) +# tile 60 (hilted polearm / ranseur) { ................ .............PN. @@ -863,7 +1205,7 @@ Z = (195, 195, 195) .JJAA........... JJAA............ } -# tile 44 (forked polearm / spetum) +# tile 61 (forked polearm / spetum) { ................ .............PN. @@ -882,7 +1224,7 @@ Z = (195, 195, 195) .JJAA........... JJAA............ } -# tile 45 (single-edged polearm / glaive) +# tile 62 (single-edged polearm / glaive) { .............KA. ............KNOA @@ -901,7 +1243,7 @@ Z = (195, 195, 195) JAA............. AA.............. } -# tile 46 (angled poleaxe / halberd) +# tile 63 (angled poleaxe / halberd) { ................ .........OOOA... @@ -920,7 +1262,7 @@ Z = (195, 195, 195) JJAA............ JAA............. } -# tile 47 (long poleaxe / bardiche) +# tile 64 (long poleaxe / bardiche) { .............NA. ............POPA @@ -939,7 +1281,7 @@ Z = (195, 195, 195) JAA............. ................ } -# tile 48 (pole cleaver / voulge) +# tile 65 (pole cleaver / voulge) { .............NA. ............NNOA @@ -958,7 +1300,7 @@ Z = (195, 195, 195) JAA............. AA.............. } -# tile 49 (pole sickle / fauchard) +# tile 66 (pole sickle / fauchard) { ..........NNN... .........NPPPN.. @@ -977,7 +1319,7 @@ Z = (195, 195, 195) KJA............. .A.............. } -# tile 50 (pruning hook / guisarme) +# tile 67 (pruning hook / guisarme) { .............NA. ............POPA @@ -996,7 +1338,7 @@ Z = (195, 195, 195) JAA............. AA.............. } -# tile 51 (hooked polearm / bill-guisarme) +# tile 68 (hooked polearm / bill-guisarme) { .............PN. ............PNA. @@ -1015,7 +1357,7 @@ Z = (195, 195, 195) PNPAA........... OPAA............ } -# tile 52 (pronged polearm / lucern hammer) +# tile 69 (pronged polearm / lucern hammer) { .........NP..... .........PNP.... @@ -1034,7 +1376,7 @@ Z = (195, 195, 195) .JJAA........... JJAA............ } -# tile 53 (beaked polearm / bec de corbin) +# tile 70 (beaked polearm / bec de corbin) { ................ ................ @@ -1053,7 +1395,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 54 (broad pick / dwarvish mattock) +# tile 71 (broad pick / dwarvish mattock) { ................ ................ @@ -1072,7 +1414,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 55 (lance) +# tile 72 (lance) { PA.............. .PA............. @@ -1091,7 +1433,7 @@ Z = (195, 195, 195) ..........OA.ONO ..............ON } -# tile 56 (mace) +# tile 73 (mace) { ................ ................ @@ -1110,7 +1452,7 @@ Z = (195, 195, 195) ...A............ ................ } -# tile 57 (morning star) +# tile 74 (morning star) { ................ ................ @@ -1129,7 +1471,7 @@ Z = (195, 195, 195) ......KA........ ................ } -# tile 58 (war hammer) +# tile 75 (war hammer) { ..........O..... .........PPOA... @@ -1148,7 +1490,7 @@ Z = (195, 195, 195) .JA............. ................ } -# tile 59 (club) +# tile 76 (club) { ................ ................ @@ -1167,7 +1509,7 @@ Z = (195, 195, 195) .JA............. ................ } -# tile 60 (rubber hose) +# tile 77 (rubber hose) { ................ ................ @@ -1186,7 +1528,7 @@ Z = (195, 195, 195) ....AAA......... ................ } -# tile 61 (staff / quarterstaff) +# tile 78 (staff / quarterstaff) { ................ .............JK. @@ -1205,7 +1547,7 @@ Z = (195, 195, 195) .JJAA........... ..A............. } -# tile 62 (thonged club / aklys) +# tile 79 (thonged club / aklys) { ................ ................ @@ -1224,7 +1566,7 @@ Z = (195, 195, 195) ......OA.OA..... .......OOA...... } -# tile 63 (flail) +# tile 80 (flail) { ................ ............KJ.. @@ -1243,7 +1585,7 @@ Z = (195, 195, 195) ..JA............ ................ } -# tile 64 (bullwhip) +# tile 81 (bullwhip) { ................ ................ @@ -1262,7 +1604,7 @@ Z = (195, 195, 195) ......AAA....... ................ } -# tile 65 (bow) +# tile 82 (bow) { ................ .....K.......... @@ -1281,7 +1623,7 @@ Z = (195, 195, 195) .....KAA........ ................ } -# tile 66 (runed bow / elven bow) +# tile 83 (runed bow / elven bow) { .....K.......... .....KP......... @@ -1300,7 +1642,7 @@ Z = (195, 195, 195) .....KPAAA...... .....KAA........ } -# tile 67 (crude bow / orcish bow) +# tile 84 (crude bow / orcish bow) { ................ ................ @@ -1319,7 +1661,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 68 (long bow / yumi) +# tile 85 (long bow / yumi) { .....L.......... .....LP......... @@ -1338,7 +1680,7 @@ Z = (195, 195, 195) .....LPAAA...... .....LAA........ } -# tile 69 (sling) +# tile 86 (sling) { ................ ................ @@ -1357,7 +1699,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 70 (crossbow) +# tile 87 (crossbow) { ................ ................ @@ -1376,7 +1718,7 @@ Z = (195, 195, 195) ........OA...... ................ } -# tile 71 (leather hat / elven leather helm) +# tile 88 (leather hat / elven leather helm) { ................ ................ @@ -1395,7 +1737,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 72 (iron skull cap / orcish helm) +# tile 89 (iron skull cap / orcish helm) { ................ ................ @@ -1414,7 +1756,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 73 (hard hat / dwarvish iron helm) +# tile 90 (hard hat / dwarvish iron helm) { ................ ................ @@ -1433,7 +1775,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 74 (fedora) +# tile 91 (fedora) { ................ ................ @@ -1452,7 +1794,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 75 (conical hat / cornuthaum) +# tile 92 (conical hat / cornuthaum) { ................ .......E........ @@ -1471,7 +1813,7 @@ Z = (195, 195, 195) ....EEEEEEE..... ................ } -# tile 76 (conical hat / dunce cap) +# tile 93 (conical hat / dunce cap) { ................ .......E........ @@ -1490,7 +1832,7 @@ Z = (195, 195, 195) ....EEEEEEE..... ................ } -# tile 77 (dented pot) +# tile 94 (dented pot) { ................ ................ @@ -1509,7 +1851,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 78 (plumed helmet / helmet) +# tile 95 (plumed helmet / helmet) { .......DID...... ......DIBI...... @@ -1528,7 +1870,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 79 (etched helmet / helm of brilliance) +# tile 96 (etched helmet / helm of brilliance) { ................ ................ @@ -1547,7 +1889,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 80 (crested helmet / helm of opposite alignment) +# tile 97 (crested helmet / helm of opposite alignment) { ................ ................ @@ -1566,7 +1908,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 81 (visored helmet / helm of telepathy) +# tile 98 (visored helmet / helm of telepathy) { ................ ................ @@ -1585,7 +1927,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 82 (gray dragon scale mail) +# tile 99 (gray dragon scale mail) { ................ ................ @@ -1604,7 +1946,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 83 (gold dragon scale mail) +# tile 100 (gold dragon scale mail) { ................ ................ @@ -1623,7 +1965,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 84 (silver dragon scale mail) +# tile 101 (silver dragon scale mail) { ................ ................ @@ -1642,7 +1984,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 85 (shimmering dragon scale mail) +# tile 102 (shimmering dragon scale mail) { ................ ................ @@ -1661,7 +2003,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 86 (red dragon scale mail) +# tile 103 (red dragon scale mail) { ................ ................ @@ -1680,7 +2022,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 87 (white dragon scale mail) +# tile 104 (white dragon scale mail) { ................ ................ @@ -1699,7 +2041,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 88 (orange dragon scale mail) +# tile 105 (orange dragon scale mail) { ................ ................ @@ -1718,7 +2060,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 89 (black dragon scale mail) +# tile 106 (black dragon scale mail) { ................ ................ @@ -1737,7 +2079,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 90 (blue dragon scale mail) +# tile 107 (blue dragon scale mail) { ................ ................ @@ -1756,7 +2098,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 91 (green dragon scale mail) +# tile 108 (green dragon scale mail) { ................ ................ @@ -1775,7 +2117,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 92 (yellow dragon scale mail) +# tile 109 (yellow dragon scale mail) { ................ ................ @@ -1794,7 +2136,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 93 (gray dragon scales) +# tile 110 (gray dragon scales) { ................ ................ @@ -1813,7 +2155,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 94 (gold dragon scales) +# tile 111 (gold dragon scales) { ................ ................ @@ -1832,7 +2174,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 95 (silver dragon scales) +# tile 112 (silver dragon scales) { ................ ................ @@ -1851,7 +2193,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 96 (shimmering dragon scales) +# tile 113 (shimmering dragon scales) { ................ ................ @@ -1870,7 +2212,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 97 (red dragon scales) +# tile 114 (red dragon scales) { ................ ................ @@ -1889,7 +2231,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 98 (white dragon scales) +# tile 115 (white dragon scales) { ................ ................ @@ -1908,7 +2250,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 99 (orange dragon scales) +# tile 116 (orange dragon scales) { ................ ................ @@ -1927,7 +2269,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 100 (black dragon scales) +# tile 117 (black dragon scales) { ................ ................ @@ -1946,7 +2288,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 101 (blue dragon scales) +# tile 118 (blue dragon scales) { ................ ................ @@ -1965,7 +2307,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 102 (green dragon scales) +# tile 119 (green dragon scales) { ................ ................ @@ -1984,7 +2326,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 103 (yellow dragon scales) +# tile 120 (yellow dragon scales) { ................ ................ @@ -2003,7 +2345,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 104 (plate mail) +# tile 121 (plate mail) { ................ ................ @@ -2022,7 +2364,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 105 (crystal plate mail) +# tile 122 (crystal plate mail) { ................ ................ @@ -2041,7 +2383,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 106 (bronze plate mail) +# tile 123 (bronze plate mail) { ................ ................ @@ -2060,7 +2402,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 107 (splint mail) +# tile 124 (splint mail) { ................ ................ @@ -2079,7 +2421,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 108 (banded mail) +# tile 125 (banded mail) { ................ ................ @@ -2098,7 +2440,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 109 (dwarvish mithril-coat) +# tile 126 (dwarvish mithril-coat) { ................ ................ @@ -2117,7 +2459,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 110 (elven mithril-coat) +# tile 127 (elven mithril-coat) { ................ ...N.N.NO.O.O... @@ -2136,7 +2478,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 111 (chain mail) +# tile 128 (chain mail) { ................ ................ @@ -2155,7 +2497,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 112 (crude chain mail / orcish chain mail) +# tile 129 (crude chain mail / orcish chain mail) { ................ ................ @@ -2174,7 +2516,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 113 (scale mail) +# tile 130 (scale mail) { ................ ................ @@ -2193,7 +2535,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 114 (studded leather armor) +# tile 131 (studded leather armor) { ................ ................ @@ -2212,7 +2554,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 115 (ring mail) +# tile 132 (ring mail) { ................ ................ @@ -2231,7 +2573,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 116 (crude ring mail / orcish ring mail) +# tile 133 (crude ring mail / orcish ring mail) { ................ ................ @@ -2250,7 +2592,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 117 (leather armor) +# tile 134 (leather armor) { ................ ................ @@ -2269,7 +2611,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 118 (leather jacket) +# tile 135 (leather jacket) { ................ ................ @@ -2288,7 +2630,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 119 (Hawaiian shirt) +# tile 136 (Hawaiian shirt) { ................ ................ @@ -2307,7 +2649,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 120 (T-shirt) +# tile 137 (T-shirt) { ................ ................ @@ -2326,7 +2668,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 121 (mummy wrapping) +# tile 138 (mummy wrapping) { ................ ................ @@ -2345,7 +2687,7 @@ Z = (195, 195, 195) ..N.AAN.NA.OO... ................ } -# tile 122 (faded pall / elven cloak) +# tile 139 (faded pall / elven cloak) { ................ ................ @@ -2364,7 +2706,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 123 (coarse mantelet / orcish cloak) +# tile 140 (coarse mantelet / orcish cloak) { ................ ................ @@ -2383,7 +2725,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 124 (hooded cloak / dwarvish cloak) +# tile 141 (hooded cloak / dwarvish cloak) { ................ ................ @@ -2402,7 +2744,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 125 (slippery cloak / oilskin cloak) +# tile 142 (slippery cloak / oilskin cloak) { ................ ................ @@ -2421,7 +2763,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 126 (robe) +# tile 143 (robe) { ................ ......CCC....... @@ -2440,7 +2782,7 @@ Z = (195, 195, 195) ...ACCCCCCAAA... ....AAAAAAAA.... } -# tile 127 (apron / alchemy smock) +# tile 144 (apron / alchemy smock) { ................ ................ @@ -2459,7 +2801,7 @@ Z = (195, 195, 195) .....NNNNNAA.... ......AAAAA..... } -# tile 128 (leather cloak) +# tile 145 (leather cloak) { ................ ................ @@ -2478,7 +2820,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 129 (tattered cape / cloak of protection) +# tile 146 (tattered cape / cloak of protection) { ................ ................ @@ -2497,7 +2839,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 130 (opera cloak / cloak of invisibility) +# tile 147 (opera cloak / cloak of invisibility) { ................ ......NNN....... @@ -2516,7 +2858,7 @@ Z = (195, 195, 195) ..AANNNNNNAOOAA. ....AAAAAAAAAA.. } -# tile 131 (ornamental cope / cloak of magic resistance) +# tile 148 (ornamental cope / cloak of magic resistance) { ................ ................ @@ -2535,7 +2877,7 @@ Z = (195, 195, 195) ..AAAAAAAAAAAP.. ...PPPPPPPPPPP.. } -# tile 132 (piece of cloth / cloak of displacement) +# tile 149 (piece of cloth / cloak of displacement) { ................ ................ @@ -2554,7 +2896,7 @@ Z = (195, 195, 195) .....PPPPPAA.... .......PPAA..... } -# tile 133 (small shield) +# tile 150 (small shield) { ................ ................ @@ -2573,7 +2915,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 134 (blue and green shield / elven shield) +# tile 151 (blue and green shield / elven shield) { ................ ................ @@ -2592,7 +2934,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 135 (white-handed shield / Uruk-hai shield) +# tile 152 (white-handed shield / Uruk-hai shield) { ................ ...K.KKKJJJ.J... @@ -2611,7 +2953,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 136 (red-eyed shield / orcish shield) +# tile 153 (red-eyed shield / orcish shield) { ................ ................ @@ -2630,7 +2972,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 137 (large shield) +# tile 154 (large shield) { ................ ...N.NNNOOO.O... @@ -2649,7 +2991,7 @@ Z = (195, 195, 195) ........AA...... ................ } -# tile 138 (large round shield / dwarvish roundshield) +# tile 155 (large round shield / dwarvish roundshield) { ................ ................ @@ -2668,7 +3010,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 139 (polished silver shield / shield of reflection) +# tile 156 (polished silver shield / shield of reflection) { ................ ................ @@ -2687,7 +3029,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 140 (old gloves / leather gloves) +# tile 157 (old gloves / leather gloves) { ................ ................ @@ -2706,7 +3048,7 @@ Z = (195, 195, 195) .........AAA.... ................ } -# tile 141 (padded gloves / gauntlets of fumbling) +# tile 158 (padded gloves / gauntlets of fumbling) { ................ ................ @@ -2725,7 +3067,7 @@ Z = (195, 195, 195) .........AAA.... ................ } -# tile 142 (riding gloves / gauntlets of power) +# tile 159 (riding gloves / gauntlets of power) { ................ ................ @@ -2744,7 +3086,7 @@ Z = (195, 195, 195) .........AAA.... ................ } -# tile 143 (fencing gloves / gauntlets of dexterity) +# tile 160 (fencing gloves / gauntlets of dexterity) { ................ ................ @@ -2763,7 +3105,7 @@ Z = (195, 195, 195) .........AAA.... ................ } -# tile 144 (walking shoes / low boots) +# tile 161 (walking shoes / low boots) { ................ ................ @@ -2782,7 +3124,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 145 (hard shoes / iron shoes) +# tile 162 (hard shoes / iron shoes) { ................ ................ @@ -2801,7 +3143,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 146 (jackboots / high boots) +# tile 163 (jackboots / high boots) { .......CCKKKK... ......CKAAAAJJ.. @@ -2820,7 +3162,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 147 (combat boots / speed boots) +# tile 164 (combat boots / speed boots) { ................ ................ @@ -2839,7 +3181,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 148 (jungle boots / water walking boots) +# tile 165 (jungle boots / water walking boots) { ................ ................ @@ -2858,7 +3200,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 149 (hiking boots / jumping boots) +# tile 166 (hiking boots / jumping boots) { ................ ................ @@ -2877,7 +3219,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 150 (mud boots / elven boots) +# tile 167 (mud boots / elven boots) { ................ ................ @@ -2896,7 +3238,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 151 (buckled boots / kicking boots) +# tile 168 (buckled boots / kicking boots) { ................ ................ @@ -2915,7 +3257,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 152 (riding boots / fumble boots) +# tile 169 (riding boots / fumble boots) { ................ ................ @@ -2934,7 +3276,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 153 (snow boots / levitation boots) +# tile 170 (snow boots / levitation boots) { ................ ................ @@ -2953,7 +3295,7 @@ Z = (195, 195, 195) ...A.A.A.A.A.A.. ................ } -# tile 154 (wooden / adornment) +# tile 171 (wooden / adornment) { ................ ................ @@ -2972,7 +3314,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 155 (granite / gain strength) +# tile 172 (granite / gain strength) { ................ ................ @@ -2991,7 +3333,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 156 (opal / gain constitution) +# tile 173 (opal / gain constitution) { ................ ................ @@ -3010,7 +3352,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 157 (clay / increase accuracy) +# tile 174 (clay / increase accuracy) { ................ ................ @@ -3029,7 +3371,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 158 (coral / increase damage) +# tile 175 (coral / increase damage) { ................ ................ @@ -3048,7 +3390,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 159 (black onyx / protection) +# tile 176 (black onyx / protection) { ................ ................ @@ -3067,7 +3409,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 160 (moonstone / regeneration) +# tile 177 (moonstone / regeneration) { ................ ................ @@ -3086,7 +3428,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 161 (tiger eye / searching) +# tile 178 (tiger eye / searching) { ................ ................ @@ -3105,7 +3447,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 162 (jade / stealth) +# tile 179 (jade / stealth) { ................ ................ @@ -3124,7 +3466,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 163 (bronze / sustain ability) +# tile 180 (bronze / sustain ability) { ................ ................ @@ -3143,7 +3485,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 164 (agate / levitation) +# tile 181 (agate / levitation) { ................ ................ @@ -3162,7 +3504,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 165 (topaz / hunger) +# tile 182 (topaz / hunger) { ................ ................ @@ -3181,7 +3523,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 166 (sapphire / aggravate monster) +# tile 183 (sapphire / aggravate monster) { ................ ................ @@ -3200,7 +3542,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 167 (ruby / conflict) +# tile 184 (ruby / conflict) { ................ ................ @@ -3219,7 +3561,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 168 (diamond / warning) +# tile 185 (diamond / warning) { ................ ................ @@ -3238,7 +3580,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 169 (pearl / poison resistance) +# tile 186 (pearl / poison resistance) { ................ ................ @@ -3257,7 +3599,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 170 (iron / fire resistance) +# tile 187 (iron / fire resistance) { ................ ................ @@ -3276,7 +3618,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 171 (brass / cold resistance) +# tile 188 (brass / cold resistance) { ................ ................ @@ -3295,7 +3637,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 172 (copper / shock resistance) +# tile 189 (copper / shock resistance) { ................ ................ @@ -3314,7 +3656,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 173 (twisted / free action) +# tile 190 (twisted / free action) { ................ ................ @@ -3333,7 +3675,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 174 (steel / slow digestion) +# tile 191 (steel / slow digestion) { ................ ................ @@ -3352,7 +3694,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 175 (silver / teleportation) +# tile 192 (silver / teleportation) { ................ ................ @@ -3371,7 +3713,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 176 (gold / teleport control) +# tile 193 (gold / teleport control) { ................ ................ @@ -3390,7 +3732,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 177 (ivory / polymorph) +# tile 194 (ivory / polymorph) { ................ ................ @@ -3409,7 +3751,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 178 (emerald / polymorph control) +# tile 195 (emerald / polymorph control) { ................ ................ @@ -3428,7 +3770,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 179 (wire / invisibility) +# tile 196 (wire / invisibility) { ................ ................ @@ -3447,7 +3789,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 180 (engagement / see invisible) +# tile 197 (engagement / see invisible) { ................ ................ @@ -3466,7 +3808,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 181 (shiny / protection from shape changers) +# tile 198 (shiny / protection from shape changers) { ................ ................ @@ -3485,7 +3827,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 182 (circular / amulet of ESP) +# tile 199 (circular / amulet of ESP) { ................ ......LLLLLAA... @@ -3504,7 +3846,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 183 (spherical / amulet of life saving) +# tile 200 (spherical / amulet of life saving) { ................ ......LLLLLAA... @@ -3523,7 +3865,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 184 (oval / amulet of strangulation) +# tile 201 (oval / amulet of strangulation) { ................ ......LLLLLLAA.. @@ -3542,7 +3884,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 185 (triangular / amulet of restful sleep) +# tile 202 (triangular / amulet of restful sleep) { ................ ......LLLLLAA... @@ -3561,7 +3903,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 186 (pyramidal / amulet versus poison) +# tile 203 (pyramidal / amulet versus poison) { ................ ......LLLLLAA... @@ -3580,7 +3922,7 @@ Z = (195, 195, 195) ....KJJJJJJJJA.. .......AAAAAAA.. } -# tile 187 (square / amulet of change) +# tile 204 (square / amulet of change) { ................ ......LLLLLAA... @@ -3599,7 +3941,7 @@ Z = (195, 195, 195) .......AAAAA.... ................ } -# tile 188 (concave / amulet of unchanging) +# tile 205 (concave / amulet of unchanging) { ................ ......LLLLLAA... @@ -3618,7 +3960,7 @@ Z = (195, 195, 195) .......KCCAA.... ........AAA..... } -# tile 189 (hexagonal / amulet of reflection) +# tile 206 (hexagonal / amulet of reflection) { ................ ......LLLLLAA... @@ -3637,7 +3979,7 @@ Z = (195, 195, 195) ........AAA..... ................ } -# tile 190 (octagonal / amulet of magical breathing) +# tile 207 (octagonal / amulet of magical breathing) { ................ ......LLLLLAA... @@ -3656,7 +3998,7 @@ Z = (195, 195, 195) .......KKKAA.... ........AAA..... } -# tile 191 (perforated / amulet of guarding) +# tile 208 (perforated / amulet of guarding) { ................ ......LLLLLAA... @@ -3675,7 +4017,7 @@ Z = (195, 195, 195) .......KKKAA.... ........AAA..... } -# tile 192 (cubical / amulet of flying) +# tile 209 (cubical / amulet of flying) { ................ ......LLLLLAA... @@ -3694,7 +4036,7 @@ Z = (195, 195, 195) ......CKKKKA.... .......AAAAA.... } -# tile 193 (Amulet of Yendor / cheap plastic imitation of the Amulet of Yendor) +# tile 210 (Amulet of Yendor / cheap plastic imitation of the Amulet of Yendor) { ................ ......HHHHHAA... @@ -3713,7 +4055,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 194 (Amulet of Yendor / Amulet of Yendor) +# tile 211 (Amulet of Yendor / Amulet of Yendor) { ................ ......HHHHHAA... @@ -3732,7 +4074,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 195 (large box) +# tile 212 (large box) { ................ ................ @@ -3751,7 +4093,7 @@ Z = (195, 195, 195) CKKKKKKKKKKJAA.. .AAAAAAAAAAAA... } -# tile 196 (chest) +# tile 213 (chest) { ................ ................ @@ -3770,7 +4112,7 @@ Z = (195, 195, 195) CKKKKKKKKKKJAA.. .AAAAAAAAAAAA... } -# tile 197 (ice box) +# tile 214 (ice box) { ................ ................ @@ -3789,7 +4131,7 @@ Z = (195, 195, 195) NBBBBBBBBBBPAA.. .AAAAAAAAAAAA... } -# tile 198 (bag / sack) +# tile 215 (bag / sack) { ................ ................ @@ -3808,7 +4150,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 199 (bag / oilskin sack) +# tile 216 (bag / oilskin sack) { ................ ................ @@ -3827,7 +4169,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 200 (bag / bag of holding) +# tile 217 (bag / bag of holding) { ................ ................ @@ -3846,7 +4188,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 201 (bag / bag of tricks) +# tile 218 (bag / bag of tricks) { ................ ................ @@ -3865,7 +4207,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 202 (key / skeleton key) +# tile 219 (key / skeleton key) { ................ ................ @@ -3884,7 +4226,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 203 (lock pick) +# tile 220 (lock pick) { ................ ................ @@ -3903,7 +4245,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 204 (credit card) +# tile 221 (credit card) { ................ ................ @@ -3922,7 +4264,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 205 (candle / tallow candle) +# tile 222 (candle / tallow candle) { ................ ................ @@ -3941,7 +4283,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 206 (candle / wax candle) +# tile 223 (candle / wax candle) { ................ ................ @@ -3960,7 +4302,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 207 (brass lantern) +# tile 224 (brass lantern) { ................ ................ @@ -3979,7 +4321,7 @@ Z = (195, 195, 195) .....AAAAAAA.... ................ } -# tile 208 (lamp / oil lamp) +# tile 225 (lamp / oil lamp) { ................ ................ @@ -3998,7 +4340,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 209 (lamp / magic lamp) +# tile 226 (lamp / magic lamp) { ................ ................ @@ -4017,7 +4359,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 210 (expensive camera) +# tile 227 (expensive camera) { ................ ................ @@ -4036,7 +4378,7 @@ Z = (195, 195, 195) ...PPPPPPPPPPPP. ................ } -# tile 211 (looking glass / mirror) +# tile 228 (looking glass / mirror) { ................ ................ @@ -4055,7 +4397,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 212 (glass orb / crystal ball) +# tile 229 (glass orb / crystal ball) { ................ ................ @@ -4074,7 +4416,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 213 (lenses) +# tile 230 (lenses) { ................ ................ @@ -4093,7 +4435,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 214 (blindfold) +# tile 231 (blindfold) { ................ ................ @@ -4112,7 +4454,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 215 (towel) +# tile 232 (towel) { ................ ................ @@ -4131,7 +4473,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 216 (saddle) +# tile 233 (saddle) { ................ ................ @@ -4150,7 +4492,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 217 (leash) +# tile 234 (leash) { ................ ................ @@ -4169,7 +4511,7 @@ Z = (195, 195, 195) .....AAAA....... ................ } -# tile 218 (stethoscope) +# tile 235 (stethoscope) { ................ ................ @@ -4188,7 +4530,7 @@ Z = (195, 195, 195) ........AAA..... ................ } -# tile 219 (tinning kit) +# tile 236 (tinning kit) { ................ ................ @@ -4207,7 +4549,7 @@ Z = (195, 195, 195) ......AAA....... ................ } -# tile 220 (tin opener) +# tile 237 (tin opener) { ................ ................ @@ -4226,7 +4568,7 @@ Z = (195, 195, 195) ........AA...... ................ } -# tile 221 (can of grease) +# tile 238 (can of grease) { ................ ................ @@ -4245,7 +4587,7 @@ Z = (195, 195, 195) .......AAAA..... ................ } -# tile 222 (figurine) +# tile 239 (figurine) { ................ ................ @@ -4264,7 +4606,7 @@ Z = (195, 195, 195) .....JJJJJAA.... ................ } -# tile 223 (magic marker) +# tile 240 (magic marker) { ................ ................ @@ -4283,7 +4625,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 224 (land mine) +# tile 241 (land mine) { ................ ................ @@ -4302,7 +4644,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 225 (beartrap) +# tile 242 (beartrap) { ................ ................ @@ -4321,7 +4663,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 226 (whistle / tin whistle) +# tile 243 (whistle / tin whistle) { ................ ................ @@ -4340,7 +4682,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 227 (whistle / magic whistle) +# tile 244 (whistle / magic whistle) { ................ ................ @@ -4359,7 +4701,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 228 (flute / wooden flute) +# tile 245 (flute / wooden flute) { ................ ................ @@ -4378,7 +4720,7 @@ Z = (195, 195, 195) ..A............. ................ } -# tile 229 (flute / magic flute) +# tile 246 (flute / magic flute) { ................ ................ @@ -4397,7 +4739,7 @@ Z = (195, 195, 195) ..A............. ................ } -# tile 230 (horn / tooled horn) +# tile 247 (horn / tooled horn) { ................ ................ @@ -4416,7 +4758,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 231 (horn / frost horn) +# tile 248 (horn / frost horn) { ................ ................ @@ -4435,7 +4777,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 232 (horn / fire horn) +# tile 249 (horn / fire horn) { ................ ................ @@ -4454,7 +4796,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 233 (horn / horn of plenty) +# tile 250 (horn / horn of plenty) { ................ ................ @@ -4473,7 +4815,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 234 (harp / wooden harp) +# tile 251 (harp / wooden harp) { ................ ................ @@ -4492,7 +4834,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 235 (harp / magic harp) +# tile 252 (harp / magic harp) { ................ ................ @@ -4511,7 +4853,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 236 (bell) +# tile 253 (bell) { ................ .......KA....... @@ -4530,7 +4872,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 237 (bugle) +# tile 254 (bugle) { ................ ................ @@ -4549,7 +4891,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 238 (drum / leather drum) +# tile 255 (drum / leather drum) { ................ ................ @@ -4568,7 +4910,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 239 (drum / drum of earthquake) +# tile 256 (drum / drum of earthquake) { ................ ................ @@ -4587,7 +4929,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 240 (pick-axe) +# tile 257 (pick-axe) { ................ ................ @@ -4606,7 +4948,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 241 (grappling hook) +# tile 258 (grappling hook) { .............N.. ..............P. @@ -4625,7 +4967,7 @@ Z = (195, 195, 195) ..OOA..OOOA..... ....OOOAA....... } -# tile 242 (unicorn horn) +# tile 259 (unicorn horn) { ................ ................ @@ -4644,7 +4986,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 243 (candelabrum / Candelabrum of Invocation) +# tile 260 (candelabrum / Candelabrum of Invocation) { .......N........ .......D........ @@ -4663,7 +5005,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 244 (silver bell / Bell of Opening) +# tile 261 (silver bell / Bell of Opening) { ................ .......OA....... @@ -4682,7 +5024,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 245 (tripe ration) +# tile 262 (tripe ration) { ................ ................ @@ -4701,7 +5043,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 246 (corpse) +# tile 263 (corpse) { ................ .....D.DPLN..... @@ -4720,7 +5062,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 247 (egg) +# tile 264 (egg) { ................ ................ @@ -4739,7 +5081,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 248 (meatball) +# tile 265 (meatball) { ................ ................ @@ -4758,7 +5100,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 249 (meat stick) +# tile 266 (meat stick) { ................ ................ @@ -4777,7 +5119,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 250 (enormous meatball) +# tile 267 (enormous meatball) { ................ ................ @@ -4796,7 +5138,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 251 (meat ring) +# tile 268 (meat ring) { ................ ................ @@ -4815,7 +5157,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 252 (glob of gray ooze) +# tile 269 (glob of gray ooze) { ................ ................ @@ -4834,7 +5176,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 253 (glob of brown pudding) +# tile 270 (glob of brown pudding) { ................ ................ @@ -4853,7 +5195,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 254 (glob of green slime) +# tile 271 (glob of green slime) { ................ ................ @@ -4872,7 +5214,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 255 (glob of black pudding) +# tile 272 (glob of black pudding) { ................ ................ @@ -4891,7 +5233,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 256 (kelp frond) +# tile 273 (kelp frond) { ....FA.......... ....FFA......... @@ -4910,7 +5252,7 @@ Z = (195, 195, 195) .....FFFFA...... ......FFFFA..... } -# tile 257 (eucalyptus leaf) +# tile 274 (eucalyptus leaf) { ................ ................ @@ -4929,7 +5271,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 258 (apple) +# tile 275 (apple) { ................ ................ @@ -4948,7 +5290,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 259 (orange) +# tile 276 (orange) { ................ ................ @@ -4967,7 +5309,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 260 (pear) +# tile 277 (pear) { ................ ................ @@ -4986,7 +5328,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 261 (melon) +# tile 278 (melon) { ................ ................ @@ -5005,7 +5347,7 @@ Z = (195, 195, 195) ......AAA....... ................ } -# tile 262 (banana) +# tile 279 (banana) { ................ ................ @@ -5024,7 +5366,7 @@ Z = (195, 195, 195) .....AAAAA...... ................ } -# tile 263 (carrot) +# tile 280 (carrot) { ................ ..........F..F.. @@ -5043,7 +5385,7 @@ Z = (195, 195, 195) ...A............ ................ } -# tile 264 (sprig of wolfsbane) +# tile 281 (sprig of wolfsbane) { ................ ................ @@ -5062,7 +5404,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 265 (clove of garlic) +# tile 282 (clove of garlic) { ................ ................ @@ -5081,7 +5423,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 266 (slime mold) +# tile 283 (slime mold) { ................ ................ @@ -5100,7 +5442,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 267 (lump of royal jelly) +# tile 284 (lump of royal jelly) { ................ ................ @@ -5119,7 +5461,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 268 (cream pie) +# tile 285 (cream pie) { ................ ................ @@ -5138,7 +5480,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 269 (candy bar) +# tile 286 (candy bar) { ................ ................ @@ -5157,7 +5499,7 @@ Z = (195, 195, 195) ....A........... ................ } -# tile 270 (fortune cookie) +# tile 287 (fortune cookie) { ................ ................ @@ -5176,7 +5518,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 271 (pancake) +# tile 288 (pancake) { ................ ................ @@ -5195,7 +5537,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 272 (lembas wafer) +# tile 289 (lembas wafer) { ................ ................ @@ -5214,7 +5556,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 273 (cram ration) +# tile 290 (cram ration) { ................ ...JKA.......... @@ -5233,7 +5575,7 @@ Z = (195, 195, 195) .....AAAAAA..... ................ } -# tile 274 (food ration) +# tile 291 (food ration) { ...JJA.......... ...BPA.......... @@ -5252,7 +5594,7 @@ Z = (195, 195, 195) ....KKKKKKKKKA.. .....AAAAAAAA... } -# tile 275 (K-ration) +# tile 292 (K-ration) { ................ ................ @@ -5271,7 +5613,7 @@ Z = (195, 195, 195) ....KKKKKKKKKA.. .....AAAAAAAA... } -# tile 276 (C-ration) +# tile 293 (C-ration) { ................ ................ @@ -5290,7 +5632,7 @@ Z = (195, 195, 195) ....KKKKKKKKKA.. .....AAAAAAAA... } -# tile 277 (tin) +# tile 294 (tin) { ................ ................ @@ -5309,7 +5651,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 278 (ruby / gain ability) +# tile 295 (ruby / gain ability) { ................ ................ @@ -5328,7 +5670,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 279 (pink / restore ability) +# tile 296 (pink / restore ability) { ................ ................ @@ -5347,7 +5689,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 280 (orange / confusion) +# tile 297 (orange / confusion) { ................ ................ @@ -5366,7 +5708,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 281 (yellow / blindness) +# tile 298 (yellow / blindness) { ................ ................ @@ -5385,7 +5727,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 282 (emerald / paralysis) +# tile 299 (emerald / paralysis) { ................ ................ @@ -5404,7 +5746,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 283 (dark green / speed) +# tile 300 (dark green / speed) { ................ ................ @@ -5423,7 +5765,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 284 (cyan / levitation) +# tile 301 (cyan / levitation) { ................ ................ @@ -5442,7 +5784,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 285 (sky blue / hallucination) +# tile 302 (sky blue / hallucination) { ................ ................ @@ -5461,7 +5803,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 286 (brilliant blue / invisibility) +# tile 303 (brilliant blue / invisibility) { ................ ................ @@ -5480,7 +5822,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 287 (magenta / see invisible) +# tile 304 (magenta / see invisible) { ................ ................ @@ -5499,7 +5841,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 288 (purple-red / healing) +# tile 305 (purple-red / healing) { ................ ................ @@ -5518,7 +5860,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 289 (puce / extra healing) +# tile 306 (puce / extra healing) { ................ ................ @@ -5537,7 +5879,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 290 (milky / gain level) +# tile 307 (milky / gain level) { ................ ................ @@ -5556,7 +5898,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 291 (swirly / enlightenment) +# tile 308 (swirly / enlightenment) { ................ ................ @@ -5575,7 +5917,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 292 (bubbly / monster detection) +# tile 309 (bubbly / monster detection) { ................ ................ @@ -5594,7 +5936,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 293 (smoky / object detection) +# tile 310 (smoky / object detection) { ................ ................ @@ -5613,7 +5955,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 294 (cloudy / gain energy) +# tile 311 (cloudy / gain energy) { ................ ................ @@ -5632,7 +5974,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 295 (effervescent / sleeping) +# tile 312 (effervescent / sleeping) { ................ ................ @@ -5651,7 +5993,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 296 (black / full healing) +# tile 313 (black / full healing) { ................ ................ @@ -5670,7 +6012,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 297 (golden / polymorph) +# tile 314 (golden / polymorph) { ................ ................ @@ -5689,7 +6031,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 298 (brown / booze) +# tile 315 (brown / booze) { ................ ................ @@ -5708,7 +6050,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 299 (fizzy / sickness) +# tile 316 (fizzy / sickness) { ................ ................ @@ -5727,7 +6069,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 300 (dark / fruit juice) +# tile 317 (dark / fruit juice) { ................ ................ @@ -5746,7 +6088,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 301 (white / acid) +# tile 318 (white / acid) { ................ ................ @@ -5765,7 +6107,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 302 (murky / oil) +# tile 319 (murky / oil) { ................ ................ @@ -5784,7 +6126,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 303 (clear / water) +# tile 320 (clear / water) { ................ ................ @@ -5803,7 +6145,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 304 (ZELGO MER / enchant armor) +# tile 321 (ZELGO MER / enchant armor) { ................ ................ @@ -5822,7 +6164,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 305 (JUYED AWK YACC / destroy armor) +# tile 322 (JUYED AWK YACC / destroy armor) { ................ ................ @@ -5841,7 +6183,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 306 (NR 9 / confuse monster) +# tile 323 (NR 9 / confuse monster) { ................ ................ @@ -5860,7 +6202,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 307 (XIXAXA XOXAXA XUXAXA / scare monster) +# tile 324 (XIXAXA XOXAXA XUXAXA / scare monster) { ................ ................ @@ -5879,7 +6221,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 308 (PRATYAVAYAH / remove curse) +# tile 325 (PRATYAVAYAH / remove curse) { ................ ................ @@ -5898,7 +6240,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 309 (DAIYEN FOOELS / enchant weapon) +# tile 326 (DAIYEN FOOELS / enchant weapon) { ................ ................ @@ -5917,7 +6259,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 310 (LEP GEX VEN ZEA / create monster) +# tile 327 (LEP GEX VEN ZEA / create monster) { ................ ................ @@ -5936,7 +6278,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 311 (PRIRUTSENIE / taming) +# tile 328 (PRIRUTSENIE / taming) { ................ ................ @@ -5955,7 +6297,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 312 (ELBIB YLOH / genocide) +# tile 329 (ELBIB YLOH / genocide) { ................ ................ @@ -5974,7 +6316,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 313 (VERR YED HORRE / light) +# tile 330 (VERR YED HORRE / light) { ................ ................ @@ -5993,7 +6335,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 314 (VENZAR BORGAVVE / teleportation) +# tile 331 (VENZAR BORGAVVE / teleportation) { ................ ................ @@ -6012,7 +6354,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 315 (THARR / gold detection) +# tile 332 (THARR / gold detection) { ................ ................ @@ -6031,7 +6373,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 316 (YUM YUM / food detection) +# tile 333 (YUM YUM / food detection) { ................ ................ @@ -6050,7 +6392,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 317 (KERNOD WEL / identify) +# tile 334 (KERNOD WEL / identify) { ................ ................ @@ -6069,7 +6411,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 318 (ELAM EBOW / magic mapping) +# tile 335 (ELAM EBOW / magic mapping) { ................ ................ @@ -6088,7 +6430,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 319 (DUAM XNAHT / amnesia) +# tile 336 (DUAM XNAHT / amnesia) { ................ ................ @@ -6107,7 +6449,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 320 (ANDOVA BEGARIN / fire) +# tile 337 (ANDOVA BEGARIN / fire) { ................ ................ @@ -6126,7 +6468,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 321 (KIRJE / earth) +# tile 338 (KIRJE / earth) { ................ ................ @@ -6145,7 +6487,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 322 (VE FORBRYDERNE / punishment) +# tile 339 (VE FORBRYDERNE / punishment) { ................ ................ @@ -6164,7 +6506,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 323 (HACKEM MUCHE / charging) +# tile 340 (HACKEM MUCHE / charging) { ................ ................ @@ -6183,7 +6525,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 324 (VELOX NEB / stinking cloud) +# tile 341 (VELOX NEB / stinking cloud) { ................ ................ @@ -6202,7 +6544,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 325 (FOOBIE BLETCH) +# tile 342 (FOOBIE BLETCH) { ................ ................ @@ -6221,7 +6563,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 326 (TEMOV) +# tile 343 (TEMOV) { ................ ................ @@ -6240,7 +6582,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 327 (GARVEN DEH) +# tile 344 (GARVEN DEH) { ................ ................ @@ -6259,7 +6601,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 328 (READ ME) +# tile 345 (READ ME) { ................ ................ @@ -6278,7 +6620,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 329 (ETAOIN SHRDLU) +# tile 346 (ETAOIN SHRDLU) { ................ ................ @@ -6297,7 +6639,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 330 (LOREM IPSUM) +# tile 347 (LOREM IPSUM) { ................ ................ @@ -6316,7 +6658,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 331 (FNORD) +# tile 348 (FNORD) { ................ ................ @@ -6335,7 +6677,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 332 (KO BATE) +# tile 349 (KO BATE) { ................ ................ @@ -6354,7 +6696,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 333 (ABRA KA DABRA) +# tile 350 (ABRA KA DABRA) { ................ ................ @@ -6373,7 +6715,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 334 (ASHPD SODALG) +# tile 351 (ASHPD SODALG) { ................ ................ @@ -6392,7 +6734,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 335 (ZLORFIK) +# tile 352 (ZLORFIK) { ................ ................ @@ -6411,7 +6753,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 336 (GNIK SISI VLE) +# tile 353 (GNIK SISI VLE) { ................ ................ @@ -6430,7 +6772,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 337 (HAPAX LEGOMENON) +# tile 354 (HAPAX LEGOMENON) { ................ ................ @@ -6449,7 +6791,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 338 (EIRIS SAZUN IDISI) +# tile 355 (EIRIS SAZUN IDISI) { ................ ................ @@ -6468,7 +6810,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 339 (PHOL ENDE WODAN) +# tile 356 (PHOL ENDE WODAN) { ................ ................ @@ -6487,7 +6829,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 340 (GHOTI) +# tile 357 (GHOTI) { ................ ................ @@ -6506,7 +6848,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 341 (MAPIRO MAHAMA DIROMAT) +# tile 358 (MAPIRO MAHAMA DIROMAT) { ................ ................ @@ -6525,7 +6867,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 342 (VAS CORP BET MANI) +# tile 359 (VAS CORP BET MANI) { ................ ................ @@ -6544,7 +6886,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 343 (XOR OTA) +# tile 360 (XOR OTA) { ................ ................ @@ -6563,7 +6905,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 344 (STRC PRST SKRZ KRK) +# tile 361 (STRC PRST SKRZ KRK) { ................ ................ @@ -6582,7 +6924,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 345 (stamped / mail) +# tile 362 (stamped / mail) { ................ ................ @@ -6601,7 +6943,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 346 (unlabeled / blank paper) +# tile 363 (unlabeled / blank paper) { ................ ................ @@ -6620,7 +6962,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 347 (parchment / dig) +# tile 364 (parchment / dig) { ................ ................ @@ -6639,7 +6981,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 348 (vellum / magic missile) +# tile 365 (vellum / magic missile) { ................ ................ @@ -6658,7 +7000,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 349 (ragged / fireball) +# tile 366 (ragged / fireball) { ................ ................ @@ -6677,7 +7019,7 @@ Z = (195, 195, 195) ......OOJJAA.... ................ } -# tile 350 (dog eared / cone of cold) +# tile 367 (dog eared / cone of cold) { ................ ................ @@ -6696,7 +7038,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 351 (mottled / sleep) +# tile 368 (mottled / sleep) { ................ ................ @@ -6715,7 +7057,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 352 (stained / finger of death) +# tile 369 (stained / finger of death) { ................ ................ @@ -6734,7 +7076,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 353 (cloth / light) +# tile 370 (cloth / light) { ................ ................ @@ -6753,7 +7095,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 354 (leathery / detect monsters) +# tile 371 (leathery / detect monsters) { ................ ................ @@ -6772,7 +7114,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 355 (white / healing) +# tile 372 (white / healing) { ................ ................ @@ -6791,7 +7133,7 @@ Z = (195, 195, 195) .......PNNAA.... ................ } -# tile 356 (pink / knock) +# tile 373 (pink / knock) { ................ ................ @@ -6810,7 +7152,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 357 (red / force bolt) +# tile 374 (red / force bolt) { ................ ................ @@ -6829,7 +7171,7 @@ Z = (195, 195, 195) .......DDDAA.... ................ } -# tile 358 (orange / confuse monster) +# tile 375 (orange / confuse monster) { ................ ................ @@ -6848,7 +7190,7 @@ Z = (195, 195, 195) .......CCCAA.... ................ } -# tile 359 (yellow / cure blindness) +# tile 376 (yellow / cure blindness) { ................ ................ @@ -6867,7 +7209,7 @@ Z = (195, 195, 195) .......HHHAA.... ................ } -# tile 360 (velvet / drain life) +# tile 377 (velvet / drain life) { ................ ................ @@ -6886,7 +7228,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 361 (light green / slow monster) +# tile 378 (light green / slow monster) { ................ ................ @@ -6905,7 +7247,7 @@ Z = (195, 195, 195) .......GGGAA.... ................ } -# tile 362 (dark green / wizard lock) +# tile 379 (dark green / wizard lock) { ................ ................ @@ -6924,7 +7266,7 @@ Z = (195, 195, 195) .......FFFAA.... ................ } -# tile 363 (turquoise / create monster) +# tile 380 (turquoise / create monster) { ................ ................ @@ -6943,7 +7285,7 @@ Z = (195, 195, 195) .......FBBAA.... ................ } -# tile 364 (cyan / detect food) +# tile 381 (cyan / detect food) { ................ ................ @@ -6962,7 +7304,7 @@ Z = (195, 195, 195) .......BBBAA.... ................ } -# tile 365 (light blue / cause fear) +# tile 382 (light blue / cause fear) { ................ ................ @@ -6981,7 +7323,7 @@ Z = (195, 195, 195) .......BBBAA.... ................ } -# tile 366 (dark blue / clairvoyance) +# tile 383 (dark blue / clairvoyance) { ................ ................ @@ -7000,7 +7342,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 367 (indigo / cure sickness) +# tile 384 (indigo / cure sickness) { ................ ................ @@ -7019,7 +7361,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 368 (magenta / charm monster) +# tile 385 (magenta / charm monster) { ................ ................ @@ -7038,7 +7380,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 369 (purple / haste self) +# tile 386 (purple / haste self) { ................ ................ @@ -7057,7 +7399,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 370 (violet / detect unseen) +# tile 387 (violet / detect unseen) { ................ ................ @@ -7076,7 +7418,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 371 (tan / levitation) +# tile 388 (tan / levitation) { ................ ................ @@ -7095,7 +7437,7 @@ Z = (195, 195, 195) .......KKKAA.... ................ } -# tile 372 (plaid / extra healing) +# tile 389 (plaid / extra healing) { ................ ................ @@ -7114,7 +7456,7 @@ Z = (195, 195, 195) .......EFDAA.... ................ } -# tile 373 (light brown / restore ability) +# tile 390 (light brown / restore ability) { ................ ................ @@ -7133,7 +7475,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 374 (dark brown / invisibility) +# tile 391 (dark brown / invisibility) { ................ ................ @@ -7152,7 +7494,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 375 (gray / detect treasure) +# tile 392 (gray / detect treasure) { ................ ................ @@ -7171,7 +7513,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 376 (wrinkled / remove curse) +# tile 393 (wrinkled / remove curse) { ................ ................ @@ -7190,7 +7532,7 @@ Z = (195, 195, 195) ......JJKKAA.... ................ } -# tile 377 (dusty / magic mapping) +# tile 394 (dusty / magic mapping) { ................ ................ @@ -7209,7 +7551,7 @@ Z = (195, 195, 195) .KAKA..JJJAA.... ................ } -# tile 378 (bronze / identify) +# tile 395 (bronze / identify) { ................ ................ @@ -7228,7 +7570,7 @@ Z = (195, 195, 195) .......CCCAA.... ................ } -# tile 379 (copper / turn undead) +# tile 396 (copper / turn undead) { ................ ................ @@ -7247,7 +7589,7 @@ Z = (195, 195, 195) .......JCJAA.... ................ } -# tile 380 (silver / polymorph) +# tile 397 (silver / polymorph) { ................ ................ @@ -7266,7 +7608,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 381 (gold / teleport away) +# tile 398 (gold / teleport away) { ................ ................ @@ -7285,7 +7627,7 @@ Z = (195, 195, 195) .......HHHAA.... ................ } -# tile 382 (glittering / create familiar) +# tile 399 (glittering / create familiar) { ................ ................ @@ -7304,7 +7646,7 @@ Z = (195, 195, 195) .......PPPAN.... .......N........ } -# tile 383 (shining / cancellation) +# tile 400 (shining / cancellation) { ....N........... .......N........ @@ -7323,7 +7665,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 384 (dull / protection) +# tile 401 (dull / protection) { ................ ................ @@ -7342,7 +7684,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 385 (thin / jumping) +# tile 402 (thin / jumping) { ................ ................ @@ -7361,7 +7703,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 386 (thick / stone to flesh) +# tile 403 (thick / stone to flesh) { ................ ................ @@ -7380,7 +7722,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 387 (plain / blank paper) +# tile 404 (plain / blank paper) { ................ ................ @@ -7399,7 +7741,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 388 (paperback / novel) +# tile 405 (paperback / novel) { ................ ................ @@ -7418,7 +7760,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 389 (papyrus / Book of the Dead) +# tile 406 (papyrus / Book of the Dead) { ................ ................ @@ -7437,7 +7779,7 @@ Z = (195, 195, 195) .......AAA...... ................ } -# tile 390 (glass / light) +# tile 407 (glass / light) { ................ ................ @@ -7456,7 +7798,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 391 (balsa / secret door detection) +# tile 408 (balsa / secret door detection) { ................ ................ @@ -7475,7 +7817,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 392 (crystal / enlightenment) +# tile 409 (crystal / enlightenment) { ................ ................ @@ -7494,7 +7836,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 393 (maple / create monster) +# tile 410 (maple / create monster) { ................ ................ @@ -7513,7 +7855,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 394 (pine / wishing) +# tile 411 (pine / wishing) { ................ ................ @@ -7532,7 +7874,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 395 (oak / nothing) +# tile 412 (oak / nothing) { ................ ................ @@ -7551,7 +7893,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 396 (ebony / striking) +# tile 413 (ebony / striking) { ................ ................ @@ -7570,7 +7912,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 397 (marble / make invisible) +# tile 414 (marble / make invisible) { ................ ................ @@ -7589,7 +7931,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 398 (tin / slow monster) +# tile 415 (tin / slow monster) { ................ ................ @@ -7608,7 +7950,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 399 (brass / speed monster) +# tile 416 (brass / speed monster) { ................ ................ @@ -7627,7 +7969,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 400 (copper / undead turning) +# tile 417 (copper / undead turning) { ................ ................ @@ -7646,7 +7988,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 401 (silver / polymorph) +# tile 418 (silver / polymorph) { ................ ................ @@ -7665,7 +8007,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 402 (platinum / cancellation) +# tile 419 (platinum / cancellation) { ................ ................ @@ -7684,7 +8026,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 403 (iridium / teleportation) +# tile 420 (iridium / teleportation) { ................ ................ @@ -7703,7 +8045,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 404 (zinc / opening) +# tile 421 (zinc / opening) { ................ ................ @@ -7722,7 +8064,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 405 (aluminum / locking) +# tile 422 (aluminum / locking) { ................ ................ @@ -7741,7 +8083,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 406 (uranium / probing) +# tile 423 (uranium / probing) { ................ ................ @@ -7760,7 +8102,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 407 (iron / digging) +# tile 424 (iron / digging) { ................ ................ @@ -7779,7 +8121,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 408 (steel / magic missile) +# tile 425 (steel / magic missile) { ................ ................ @@ -7798,7 +8140,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 409 (hexagonal / fire) +# tile 426 (hexagonal / fire) { ................ ................ @@ -7817,7 +8159,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 410 (short / cold) +# tile 427 (short / cold) { ................ ................ @@ -7836,7 +8178,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 411 (runed / sleep) +# tile 428 (runed / sleep) { ................ ................ @@ -7855,7 +8197,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 412 (long / death) +# tile 429 (long / death) { ................ .............NO. @@ -7874,7 +8216,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 413 (curved / lightning) +# tile 430 (curved / lightning) { ................ .......NO....... @@ -7893,7 +8235,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 414 (forked) +# tile 431 (forked) { ................ ................ @@ -7912,7 +8254,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 415 (spiked) +# tile 432 (spiked) { ................ ................ @@ -7931,7 +8273,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 416 (jeweled) +# tile 433 (jeweled) { ................ ................ @@ -7950,7 +8292,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 417 (gold piece) +# tile 434 (gold piece) { ................ ................ @@ -7969,7 +8311,7 @@ Z = (195, 195, 195) .........HA..... ...........HA... } -# tile 418 (white / dilithium crystal) +# tile 435 (white / dilithium crystal) { ................ ................ @@ -7988,7 +8330,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 419 (white / diamond) +# tile 436 (white / diamond) { ................ ................ @@ -8007,7 +8349,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 420 (red / ruby) +# tile 437 (red / ruby) { ................ ................ @@ -8026,7 +8368,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 421 (orange / jacinth) +# tile 438 (orange / jacinth) { ................ ................ @@ -8045,7 +8387,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 422 (blue / sapphire) +# tile 439 (blue / sapphire) { ................ ................ @@ -8064,7 +8406,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 423 (black / black opal) +# tile 440 (black / black opal) { ................ ................ @@ -8083,7 +8425,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 424 (green / emerald) +# tile 441 (green / emerald) { ................ ................ @@ -8102,7 +8444,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 425 (green / turquoise) +# tile 442 (green / turquoise) { ................ ................ @@ -8121,7 +8463,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 426 (yellow / citrine) +# tile 443 (yellow / citrine) { ................ ................ @@ -8140,7 +8482,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 427 (green / aquamarine) +# tile 444 (green / aquamarine) { ................ ................ @@ -8159,7 +8501,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 428 (yellowish brown / amber) +# tile 445 (yellowish brown / amber) { ................ ................ @@ -8178,7 +8520,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 429 (yellowish brown / topaz) +# tile 446 (yellowish brown / topaz) { ................ ................ @@ -8197,7 +8539,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 430 (black / jet) +# tile 447 (black / jet) { ................ ................ @@ -8216,7 +8558,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 431 (white / opal) +# tile 448 (white / opal) { ................ ................ @@ -8235,7 +8577,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 432 (yellow / chrysoberyl) +# tile 449 (yellow / chrysoberyl) { ................ ................ @@ -8254,7 +8596,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 433 (red / garnet) +# tile 450 (red / garnet) { ................ ................ @@ -8273,7 +8615,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 434 (violet / amethyst) +# tile 451 (violet / amethyst) { ................ ................ @@ -8292,7 +8634,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 435 (red / jasper) +# tile 452 (red / jasper) { ................ ................ @@ -8311,7 +8653,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 436 (violet / fluorite) +# tile 453 (violet / fluorite) { ................ ................ @@ -8330,7 +8672,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 437 (black / obsidian) +# tile 454 (black / obsidian) { ................ ................ @@ -8349,7 +8691,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 438 (orange / agate) +# tile 455 (orange / agate) { ................ ................ @@ -8368,7 +8710,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 439 (green / jade) +# tile 456 (green / jade) { ................ ................ @@ -8387,7 +8729,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 440 (white / worthless piece of white glass) +# tile 457 (white / worthless piece of white glass) { ................ ................ @@ -8406,7 +8748,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 441 (blue / worthless piece of blue glass) +# tile 458 (blue / worthless piece of blue glass) { ................ ................ @@ -8425,7 +8767,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 442 (red / worthless piece of red glass) +# tile 459 (red / worthless piece of red glass) { ................ ................ @@ -8444,7 +8786,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 443 (yellowish brown / worthless piece of yellowish brown glass) +# tile 460 (yellowish brown / worthless piece of yellowish brown glass) { ................ ................ @@ -8463,7 +8805,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 444 (orange / worthless piece of orange glass) +# tile 461 (orange / worthless piece of orange glass) { ................ ................ @@ -8482,7 +8824,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 445 (yellow / worthless piece of yellow glass) +# tile 462 (yellow / worthless piece of yellow glass) { ................ ................ @@ -8501,7 +8843,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 446 (black / worthless piece of black glass) +# tile 463 (black / worthless piece of black glass) { ................ ................ @@ -8520,7 +8862,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 447 (green / worthless piece of green glass) +# tile 464 (green / worthless piece of green glass) { ................ ................ @@ -8539,7 +8881,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 448 (violet / worthless piece of violet glass) +# tile 465 (violet / worthless piece of violet glass) { ................ ................ @@ -8558,7 +8900,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 449 (gray / luckstone) +# tile 466 (gray / luckstone) { ................ ................ @@ -8577,7 +8919,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 450 (gray / loadstone) +# tile 467 (gray / loadstone) { ................ ................ @@ -8596,7 +8938,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 451 (gray / touchstone) +# tile 468 (gray / touchstone) { ................ ................ @@ -8615,7 +8957,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 452 (gray / flint) +# tile 469 (gray / flint) { ................ ................ @@ -8634,7 +8976,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 453 (rock) +# tile 470 (rock) { ................ ................ @@ -8653,7 +8995,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 454 (boulder) +# tile 471 (boulder) { ................ ................ @@ -8672,7 +9014,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 455 (statue) +# tile 472 (statue) { ................ ........JJ...... @@ -8691,7 +9033,7 @@ Z = (195, 195, 195) .....JJJJJJAA... ................ } -# tile 456 (heavy iron ball) +# tile 473 (heavy iron ball) { ................ ................ @@ -8710,7 +9052,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 457 (iron chain) +# tile 474 (iron chain) { ................ ................ @@ -8729,7 +9071,7 @@ Z = (195, 195, 195) ...........PP.PA ............AA.. } -# tile 458 (splash of venom / splash of blinding venom) +# tile 475 (splash of venom / splash of blinding venom) { ................ ................ @@ -8748,7 +9090,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 459 (splash of venom / splash of acid venom) +# tile 476 (splash of venom / splash of acid venom) { ................ ................ -- 2.49.0