diff --git a/dat/Ran-fila.lua b/dat/Ran-fila.lua index caeae5d9b..73ecfff02 100644 --- a/dat/Ran-fila.lua +++ b/dat/Ran-fila.lua @@ -3,33 +3,273 @@ -- Copyright (c) 1991 by M. Stephenson -- NetHack may be freely redistributed. See license for details. -- -des.level_init({ style = "solidfill", fg = " " }); +des.level_init({ style = "solidfill", fg = " ", lit = 1 }); -des.level_flags("mazelevel", "outdoors", "noflip"); +des.level_flags("mazelevel", "hardfloor", "outdoors", "noflipy"); -des.level_init({ style="mines", fg=".", bg="T", smoothed=true, joined=true, walled=true }) +-- boundary syms (B) indicate "trail junctions", which will be connected by +-- tree-less paths; other blobs of them are places that we deliberately want to +-- avoid generating trees on. +-- The map extends the full available height (i.e. no layer of stone at any +-- point) in order to prevent the randline paths from wandering outside the +-- intended area. +des.map([[ +TTTTTTTTTBTTTTTTTTTTTTTTTTTTTTTTTTBBBBBBBBTTTTTTTTTTTTTTTTTTTBTTTTTTTTTTTTT +T.........................................................................T +T..................B......................................................T +T.........................................................................T +T.................................B..........B.......................B....T +B.........................................................................T +T.........................................................................T +T.......................B..........................B......................T +T.........................................................................T +T...............................................................B.........T +T...........B.............................................................T +T.........................................................................B +T.......................................B.................................T +T...................................................................------- +T...BBB.......................................................BBB---- +----BBB..........B............................................BBB| #### + -B--.......................................................--B- ### # + # ---.......................B..................B..........| #### ## + #### |.....................................................| # + # -----.................................................---- ## +## |TBTTTTTTTTTTTTTTTTTTTTTTTTTTBTTTTTTTTTTTTTTTTTTTBBBB| # +]]); --- -des.stair("up") -des.stair("down") --- -des.object() -des.object() -des.object() -des.object() -des.object() -des.object() -des.object() --- -des.trap() -des.trap() -des.trap() -des.trap() --- -des.monster({ id = "mountain centaur", peaceful=0 }) -des.monster({ id = "mountain centaur", peaceful=0 }) -des.monster({ id = "forest centaur", peaceful=0 }) -des.monster({ id = "forest centaur", peaceful=0 }) -des.monster({ id = "forest centaur", peaceful=0 }) -des.monster({ class = "C", peaceful=0 }) -des.monster({ id = "scorpion", peaceful=0 }) +-- In graph form, from which a spanning tree will be taken: +-- 1 2 .....3.. +-- ............. ...... . ... ..... .. .... +-- .. . 4 ........ .. ... ..... ... . . +-- ... . . ... 5 6 .. . 7 +-- 8 . .. . ......... . . ..... .. . . .... +-- ...... . . 9 . . 10 . .. . +-- . ....... . . . . . ... ...........11 . +-- . 12 . . . . ... . . ........ . +-- . . . . . . ... . . 13 +-- . ... . . . 14 . . ..... +-- . . . . . . ... . ...... +-- 15 .......... . . . . ... . 16 +-- (goal 1) 17 . . . ... . ....(goal 2) +-- . .............. ... . . ..... . +-- . 18 . 19 . +-- . ....... ... . ..... .... . +-- ......... .... .... ..... +-- 20 21 22 + +-- Upstair back to the home level is near the middle of the top edge. +local ustairx = 34 + nh.rn2(8) +des.stair("up", ustairx, 00) + +-- Downstair is in one of the random caves. +if percent(50) then + des.stair("down", 00,20) +else + des.stair("down", 74,20) +end + +-- Forest the level. +des.replace_terrain({ region={00,00,74,20}, fromterrain='.', toterrain='T', chance=85 }) + +junctions = { + { x=09, y=00 }, + { x=ustairx, y=00 }, + { x=61, y=00, }, + { x=19, y=02, }, + { x=34, y=04, }, + { x=45, y=04, }, + { x=69, y=04, }, + { x=00, y=05, }, + { x=24, y=08, }, + { x=51, y=08, }, + { x=64, y=09, }, + { x=12, y=10, }, + { x=74, y=11, }, + { x=40, y=12, }, + { x=06, y=14, }, + { x=62, y=14, }, + { x=17, y=15, }, + { x=27, y=17, }, + { x=51, y=17, }, + { x=14, y=20, }, + { x=41, y=20, }, + { x=61, y=20, } +} +local NUM_JUNCTIONS = 22 + +local all_edges = { + { 1, 4}, + { 1, 8}, + { 1, 12}, + { 2, 5}, + { 2, 6}, + { 3, 6}, + { 3, 7}, + { 3, 10}, + { 3, 11}, + { 4, 5}, + { 4, 9}, + { 4, 12}, + { 5, 6}, + { 5, 9}, + { 5, 14}, + { 6, 10}, + { 6, 14}, + { 7, 11}, + { 7, 13}, + { 8, 12}, + { 8, 15}, + { 9, 12}, + { 9, 14}, + { 9, 17}, + { 9, 18}, + {10, 11}, + {10, 14}, + {11, 13}, + {11, 16}, + {12, 15}, + {12, 17}, + {13, 16}, + {14, 18}, + {14, 19}, + {14, 21}, + {15, 17}, + {16, 19}, + {16, 22}, + {17, 18}, + {17, 20}, + {18, 20}, + {18, 21}, + {19, 21}, + {19, 22}, + -- 20 thru 22 don't have any higher-numbered nodes to connect to +} + +-- Given an edge, carve a trail between its two endpoints. +function cut_trail(edge) + local x1 = junctions[edge[1]].x + local y1 = junctions[edge[1]].y + local x2 = junctions[edge[2]].x + local y2 = junctions[edge[2]].y + local sel = nil + ---- Avoid randlines walking outside the map (into what is valid terrain, but + ---- still stone). + --repeat + -- sel = selection.randline(x1,y1, x2, y2, 5) + des.terrain({ selection=selection.randline(x1,y1, x2, y2, 3), typ='.' }) +end + +-- Connect up all the junctions. +make_spanning_tree(all_edges, NUM_JUNCTIONS, 2, cut_trail) + +-- Add a few extra paths. +-- It's fine if this picks a path that was already cut; such doubled trails +-- happen in real life sometimes. +for i = 1,5 do + local edge = all_edges[d(#all_edges)] + cut_trail(edge) +end + +-- Correct for potential diagonal gaps left by randline (or holes from +-- replace_terrain next to the lines) that the hero would have to squeeze +-- through. While this level is diggable, Rangers get a penalty for chopping +-- down trees and it wouldn't be nice to make them do that. +-- (Need to do both directions with the 'x' characters because selection.match +-- requires odd-sized mapfrag and doing it in only one direction could result in +-- failure to match on the edge of the map.) +-- The repeat block is necessary because it's possible that turning a tree into +-- a ROOM space creates a new diagonal gap. +local totpoints = 0 +repeat + totpoints = 0 + local cut1 = selection.match([[ +T.x +.Tx +xxx]]) + cut1:iterate(function(x, y) + totpoints = totpoints + 1 + if percent(50) then + x = x - 1 + y = y - 1 + end + des.terrain(x, y, '.') + end) + + local cut2 = selection.match([[ +xxx +xT. +x.T]]) + cut2:iterate(function(x, y) + totpoints = totpoints + 1 + if percent(50) then + x = x + 1 + y = y + 1 + end + des.terrain(x, y, '.') + end) + + local cut3 = selection.match([[ +.Tx +T.x +xxx]]) + cut3:iterate(function(x, y) + totpoints = totpoints + 1 + if percent(50) then + x = x - 1 + else + y = y - 1 + end + des.terrain(x, y, '.') + end) + + local cut4 = selection.match([[ +xxx +x.T +xT.]]) + cut4:iterate(function(x, y) + totpoints = totpoints + 1 + if percent(50) then + x = x + 1 + else + y = y + 1 + end + des.terrain(x, y, '.') + end) +until totpoints == 0 + +-- the replace_terrain could have left inaccessible holes in the middle of tree +-- clusters; rather than setting the inaccessibles flags on this level (which +-- would provide a wealth of escape items), remove any such holes. +-- 1. convert boundary syms into floor (basically running remove_boundary_syms +-- before level has finished loading) so that floodfill won't stop on them +des.replace_terrain({ region={00,00,74,20}, fromterrain='B', toterrain='.' }) +-- 2. obtain selection of all floor +local everything = selection.area(00,00,74,20) +local floor = everything:filter_mapchar('.') +-- 3. flood fill from area immediately surrounding the stairs +local nearstairs = selection.area(33,00,42,01):filter_mapchar('.') +local reachfromstairs = selection.new() +nearstairs:iterate(function(x, y) + if reachfromstairs:get(x, y) == 0 then + reachfromstairs = reachfromstairs + selection.floodfill(x, y) + end +end) + +des.terrain(floor - reachfromstairs, 'T') + +-- Traps, objects and monsters. +for i = 1,9 do + des.object() +end + +for i = 1,6 do + des.trap() +end + +for i = 1,2 do + des.monster({ id = "mountain centaur", peaceful=0 }) + des.monster({ id = "forest centaur", peaceful=0 }) + des.monster({ class = "C", peaceful=0 }) + des.monster({ id = "scorpion", peaceful=0 }) +end +des.monster({ id = "giant scorpion", peaceful=0, waiting=1 }) diff --git a/dat/Ran-goal.lua b/dat/Ran-goal.lua index a28b0c10b..2796520ec 100644 --- a/dat/Ran-goal.lua +++ b/dat/Ran-goal.lua @@ -36,7 +36,6 @@ des.stair("up", 19,10) -- Non diggable walls des.non_diggable(selection.area(00,00,75,19)) -- Objects -des.object({ id = "bow", x=37, y=10, buc="blessed", spe=0, name="The Longbow of Diana" }) des.object("chest", 37, 10) des.object({ coord = { 36, 09 } }) des.object({ coord = { 36, 10 } }) diff --git a/dat/Ran-strt.lua b/dat/Ran-strt.lua index 1707095c7..6d2001888 100644 --- a/dat/Ran-strt.lua +++ b/dat/Ran-strt.lua @@ -6,7 +6,7 @@ -- -- The "start" level for the quest. -- --- Here you meet your (besieged) class leader, Orion, +-- Here you meet your (besieged) class leader, Cedalion, -- and receive your quest assignment. -- des.level_init({ style = "solidfill", fg = "." }); @@ -44,12 +44,14 @@ des.replace_terrain({ region = {48,00,52,20}, fromterrain=".", toterrain="T", ch des.replace_terrain({ region = {53,00,77,20}, fromterrain=".", toterrain="T", chance=4 }) -- Stairs -local rightedge = selection.line(77,00, 77,21) -local dnstair = rightedge:rndcoord() -des.stair("down", dnstair) +des.stair("down", 46,20) --- Guarantee a treeless path from the stair to the forest entry -des.terrain({ selection = selection.randline(77, dnstair.y, 43,09, 6), typ=".", lit=1 }) +-- Guarantee treeless path from the stair to the forest entry, but using (58,13) +-- as a "junction" so it doesn't carve into the hardcoded tree area +des.replace_terrain({ selection = selection.randline(44,09, 58,13, 6), + fromterrain='T', toterrain="." }) +des.replace_terrain({ selection = selection.randline(58,13, 46,20, 6), + fromterrain='T', toterrain="." }) -- Portal arrival point; just about anywhere on the right hand side of the map des.levregion({ region = {51,2,77,18}, exclude = {0,0,40,20}, region_islev = 1, type="branch" }) @@ -57,7 +59,18 @@ des.levregion({ region = {51,2,77,18}, exclude = {0,0,40,20}, region_islev = 1, -- Altar (entry text says there's one here) des.altar({ x=11, y=10, align="coaligned", type="altar" }) --- -- Random grass patches +-- Prevent monster generation within the sacred grove +des.exclusion({ type = "monster-generation", region = { 10,09, 39,11 } }) + +-- Define valid spawning area for monsters +-- (note the above exclusion won't prevent lua-file random placement from +-- putting them in the grove, so we have to do it manually) +-- This intentionally comes before grass is placed so we can filter_mapchar('.') +-- and not exclude grass patches +local spawnable = selection.area(00,00,77,21) - selection.area(10,09,39,11) +spawnable = spawnable:filter_mapchar('.') + +-- Random grass patches local grass = selection.new() local everything = selection.area(00, 00, 77, 21) for i=1,d(4,3) do @@ -71,14 +84,14 @@ for i=1,d(4,3) do end des.replace_terrain({ selection=grass, fromterrain='.', toterrain='g' }) --- Orion and his faithful dog -des.monster({ id = "Orion", coord = {20, 10}, inventory = function() +-- Cedalion +des.monster({ id = "Cedalion", coord = {20, 10}, inventory = function() des.object({ id = "light armor", spe = 4 }); des.object({ id = "yumi", spe = 4 }); des.object({ id = "ya", spe = 4, quantity = 50 }); + des.object({ id = "bow", buc="blessed", spe=0, name="The Longbow of Orion" }) end }) -des.monster({ id = "large dog", x=20, y=11, name="Sirius", peaceful=1 }) --- The treasure of Orion +-- The treasure of Cedalion des.object({ id = "chest", trapped = 0, x=20, y=10, contents = function() des.object({ id = "bow", buc = "blessed" }) @@ -99,7 +112,7 @@ des.monster("hunter", 21, 09) des.monster("hunter", 19, 10) des.monster("hunter", 21, 10) des.monster("hunter", 19, 11) -des.monster("hunter", 20, 12) +des.monster("hunter", 20, 11) des.monster("hunter", 21, 11) -- Non diggable trees @@ -117,30 +130,16 @@ for i=1,2 + d(3) do des.object() end --- Monsters on siege duty. -des.monster({ id = "forest centaur", x=19, y=03, peaceful = 0 }) -des.monster({ id = "forest centaur", x=19, y=04, peaceful = 0 }) -des.monster({ id = "forest centaur", x=19, y=05, peaceful = 0 }) -des.monster({ id = "forest centaur", x=21, y=03, peaceful = 0 }) -des.monster({ id = "forest centaur", x=21, y=04, peaceful = 0 }) -des.monster({ id = "forest centaur", x=21, y=05, peaceful = 0 }) -des.monster({ id = "forest centaur", x=01, y=09, peaceful = 0 }) -des.monster({ id = "forest centaur", x=02, y=09, peaceful = 0 }) -des.monster({ id = "forest centaur", x=03, y=09, peaceful = 0 }) -des.monster({ id = "forest centaur", x=01, y=11, peaceful = 0 }) -des.monster({ id = "forest centaur", x=02, y=11, peaceful = 0 }) -des.monster({ id = "forest centaur", x=03, y=11, peaceful = 0 }) -des.monster({ id = "forest centaur", x=19, y=15, peaceful = 0 }) -des.monster({ id = "forest centaur", x=19, y=16, peaceful = 0 }) -des.monster({ id = "forest centaur", x=19, y=17, peaceful = 0 }) -des.monster({ id = "forest centaur", x=21, y=15, peaceful = 0 }) -des.monster({ id = "forest centaur", x=21, y=16, peaceful = 0 }) -des.monster({ id = "forest centaur", x=21, y=17, peaceful = 0 }) -des.monster({ id = "plains centaur", peaceful=0 }) -des.monster({ id = "plains centaur", peaceful=0 }) -des.monster({ id = "plains centaur", peaceful=0 }) -des.monster({ id = "plains centaur", peaceful=0 }) -des.monster({ id = "plains centaur", peaceful=0 }) -des.monster({ id = "plains centaur", peaceful=0 }) -des.monster({ id = "scorpion", peaceful=0 }) -des.monster({ id = "scorpion", peaceful=0 }) +-- Monsters attacking the grove +for i = 1, 12 do + des.monster({ id = "forest centaur", peaceful = 0, coord=spawnable:rndcoord(1) }) +end +for i = 1, 6 do + des.monster({ id = "plains centaur", peaceful=0, coord=spawnable:rndcoord(1) }) +end +for i = 1, 3 do + des.monster({ class = "C", peaceful=0, coord=spawnable:rndcoord(1) }) + des.monster({ id = "mountain centaur", peaceful=0, coord=spawnable:rndcoord(1) }) +end +des.monster({ id = "scorpion", peaceful=0, coord=spawnable:rndcoord(1) }) +des.monster({ id = "scorpion", peaceful=0, coord=spawnable:rndcoord(1) }) diff --git a/dat/data.base b/dat/data.base index 2aa5a5b08..689138e1a 100644 --- a/dat/data.base +++ b/dat/data.base @@ -742,7 +742,7 @@ boulder ears the sea-sound of Poseidon. Then I knew this time I would do it; and so I did. [ The King Must Die, by Mary Renault ] -~*longbow of diana +~*longbow of* ~long bow bow * bow @@ -3533,6 +3533,7 @@ loki Midgard, the mistress of the netherworld, Hel, and the wolf Fenrir, who will devour the sun at Ragnarok. *longbow of diana +*longbow of orion This legendary bow grants ESP when carried and can reflect magical attacks when wielded. When invoked it provides a supply of arrows. # long worm -- see "worm" diff --git a/dat/nhlib.lua b/dat/nhlib.lua index 1f8864822..6dea6a38e 100644 --- a/dat/nhlib.lua +++ b/dat/nhlib.lua @@ -181,3 +181,45 @@ function tutorial_turn() end -- nh.pline("TUT:turn"); end + +-- xnethack: generic spanning tree algorithm for special levels (specifically +-- randomized, unweighted Kruskal's algorithm) +-- argument 1, "edges": Table of tables describing node edges. +-- Conventionally, edges[*][1] should be the lower of the two node numbers it +-- connects and edges[*][2] should be the higher of the two, but this isn't +-- actually required. The table can optionally carry more information in +-- higher indices; this function won't look at them. +-- argument 2, "numnodes": Number of nodes in the graph. +-- argument 3, "startnode": Starting node id; if nil, one will be picked +-- randomly. +-- argument 4, "callback": Function that is responsible for doing whatever the +-- caller wants it to do to establish the connection, such as by actually +-- changing terrain to make the edge real on the map. It will be called with +-- a edges[*] sub-table. +function make_spanning_tree(edges, numnodes, startnode, callback) + -- Construct hash table storing which nodes have been reached already. + local reached = {} + for i = 1,numnodes do + reached[i] = false + end + if startnode == nil then + startnode = d(numnodes) + end + reached[startnode] = true + local num_reached = 1 + while num_reached < numnodes do + -- Select random edges until we find one that would connect a new node. + local pick = nil + repeat + pick = d(#edges) + until reached[edges[pick][1]] ~= reached[edges[pick][2]] + + -- Invoke callback will do to physically add the edge. + callback(edges[pick]) + + -- both rooms are now reachable (one already was) + reached[edges[pick][1]] = true + reached[edges[pick][2]] = true + num_reached = num_reached + 1 + end +end diff --git a/dat/quest.lua b/dat/quest.lua index 41784870e..766237869 100644 --- a/dat/quest.lua +++ b/dat/quest.lua @@ -2173,30 +2173,46 @@ to run out.]], }, }, Ran = { + arti_but_not_neme = { + -- Ran should not actually see this text because the code is supposed + -- to skip over that call site (otherwise you would never get leader's + -- encouragement) + text = "error: arti_but_not_neme should not be shown" + }, assignquest = { - synopsis = "[%nC has stolen %o. Infiltrate %i and retrieve %oh for us.]", + synopsis = "[%nC has slain Orion. Take his bow and avenge his death.]", output = "text", - text = [["You are indeed ready, %p. I shall tell you what has transpired, -and why we so desperately need your help: + text = [[ +"You are indeed ready, %p. Hear now the tale of our destruction: -"A short time ago, the mountain centaurs to the east invaded -and enslaved the plains centaurs in this area. The local -leader is now only a figurehead, and serves %n. +"Our lord Orion is dead. -"During our last gathering of worship here, we were beset by hordes of -hostile centaurs, as you witnessed. In the first onslaught a group, -headed by %n %niself, managed to breach the grove and steal -%o. +"He and I, along with a contingent of %gp, were negotiating a peace +treaty with the centaurs of the eastern lands. It went well at first, +but their chieftain was prideful and goaded Orion with subtle insults. +Orion slew him and several of his lieutenants in wrath, and shouted to +the fleeing centaurs that he would not stop killing until every beast on +earth lay dead at his feet. -"Since then, we have been besieged. We do not know how much longer -we will be able to maintain our magical barriers. +"The centaurs must have laid this boast before their patron goddess, +Gaia, for when they regrouped and counterattacked in force, the earth +broke open and crawling things emerged to come to their aid. The +greatest and most terrible among these was %n. -"If we are to survive, you, %p, must infiltrate -%i. There, you will find a pathway down, to the -underground cavern of %n. He has always coveted -%o, and will surely keep it. +"Orion must have known that %nS coming was the hour of his doom. +He entrusted me with his great bow and commanded the rest of us to +retreat to this grove, though I hid on a nearby hill and watched +helplessly as %n overwhelmed Orion with %j deadly poison. -"Recover %o for us, %p! Only then will %d be safe."]], +"The centaurs continue to press the attack, and these surviving hunters +are far too green to break through their siege, let alone face %n. +But you could. You are our best hope for avenging Orion. + +"As it was given to me, I will entrust you with %o. +With it, you shall never want for ammunition, which should serve you +well in the deadly %it. + +"Prevail against %n, %p! Avenge the loss of our great lord!"]], }, badalign = { synopsis = "[You are not sufficiently %a. Come back when you have purified yourself.]", @@ -2209,89 +2225,112 @@ we maintain a pure devotion to things %a! badlevel = { synopsis = "[You are too inexperienced. Come back when you are %Ra.]", output = "text", - text = [["%p, you are yet too inexperienced to withstand the demands of that -which we need you to do. %RA might just be able to do this thing. + text = [["%p, you would certainly perish if you set off now. +%RA might just be able to do this thing. "Return to us when you have learned more, my %S."]], }, discourage = { - "\"Your %d is nothing, %c. You are mine now!\"", - "\"Run away little %c! You can never hope to defeat %n!\"", - "\"My servants will rip you to shreds!\"", - "\"I shall display your head as a trophy. What do you think about that wall?\"", - "\"I shall break your %ls grove, and destroy all the %gP!\"", - "\"%d has abandoned you, %c. You are doomed.\"", - "\"%rA? %lC sends a mere %r against me? Hah!\"", - "\"%lC has failed, %c. %oC will never leave here.\"", - "\"You really think you can defeat me, eh %c? You are wrong!\"", - "\"You weaken, %c. I shall kill you now.\"", + "%n clacks %nj pincers.", + "%nS stinger whirls down and barely misses you.", + "%n stamps the ground with one of %nj front legs.", + "%n backs up momentarily, then rushes back forward in a false charge.", + -- avoid the above strings being printed too repetitively by padding + -- out the array + "", "", "", "", "", }, encourage = { - "\"It is rumored that the Forest and Mountain Centaurs have resolved their ancient feud and now band together against us.\"", - "\"%nC is strong, and very smart.\"", - "\"Use %o, when you find it. It will help you survive to reach us.\"", + "\"All hope at peace with the centaurs has been lost. They now band together against us.\"", + "\"%nC has a deadly sting. You must keep your distance and avoid it!\"", + "\"Invoking %O now only summons mundane arrows, but those are still useful.\"", "\"Remember, let %d be your guide.\"", - "\"Call upon %d when you face %n. The very act of doing so will infuriate him, and give you advantage.\"", - "\"%n and his kind have always hated us.\"", + "\"Do not start killing creatures indiscriminately. We must not provoke Gaia's fury again.\"", + "\"The various centaur tribes have ancient feuds, but they have set those aside.\"", "\"We cannot hold the grove much longer, %p. Hurry!\"", - "\"To infiltrate %i, you must be very stealthy.\"", - "\"Remember that %n is a braggart. Trust not what he says.\"", - "\"You can triumph, %p, if you trust in %d.\"", + "\"The Wumpus could slay you or me in one blow. Yet you must traverse its cave...\"", + "\"Trust your senses, stay on alert, and naught can take you by surprise.\"", + "\"%nC may summon its brethren to help. Do not get surrounded!\"", }, firsttime = { synopsis = "[The ancient forest grove is surrounded by centaurs.]", output = "text", - text = [[You arrive in familiar surroundings. In the distance, you %x the -ancient forest grove, the place of worship to %d. + text = [[ +You arrive in familiar surroundings. In the distance, you %x the +ancient forest grove, the place of worship to %d that Orion keeps +sacred. + +But why has Cedalion summoned you, rather than Orion? -Something is wrong, though. Surrounding the grove are centaurs! -And they've noticed you!]], +Something is wrong. Grim-faced centaurs have spotted you and are +closing in to attack!]], }, goal_first = { - synopsis = "[You descend into a subterranean complex. Hooves clatter in the distance.]", + synopsis = "[The forest is dark here. %nC must be nearby.]", output = "text", - text = [[You descend into a weird place, in which roughly cut cave-like walls -join with smooth, finished ones, as if someone was in the midst of -finishing off the construction of a subterranean complex. + text = [[ +The forest has grown darker with every mile that passes beneath your +feet. The dense canopy blots out the overcast sky, turning the twilight +hour to darkest night. + +Wisps of fog trail slowly across the forest floor, and the silence is +broken only by the occasional rustling nearby and the strange baying +sounds echoing +from somewhere more distant. -Off in the distance, you hear a sound like the clattering of many -hooves on rock.]], +Nearby, a hump of earth breaks open and a scorpion skitters out of it. + +You don't need your tracking knowledge to know that %nC must be nearby.]], }, goal_next = { - text = "Once again, you enter the distorted castle of %n.", + text = "Once again, you enter the dark heart of the forest.", }, gotit = { - synopsis = "[You pick up %o and feel power. It's time to return %oh to %l.]", + -- Note: this is printed at the START of the ranger quest. + synopsis = "[You take %O and shoot into the sky. You are committed now.]", output = "text", - text = [[As you pick up %o, it seems to glow, and a warmth -fills you completely. You realize that its power is what has protected -your %sp against their enemies for so long. + text = [[ +You turn over %o in your hands, recalling all the times +you saw Orion wielding it and the unerring accuracy he had with it. You +swear to yourself that you shall do right by him. -You must now return it to %l without delay -- their lives depend -on your speed.]], +%l hands you an arrow, which you nock. The bow is of greater +stature than you are used to, and it is difficult to draw at first, but +you do draw the arrow back, pointing it into the sky in the direction +%l indicates, the direction where you will find %n. The +other %gP pause what they are doing to watch. + +With a mighty twang, you loose the arrow and it sails into the sky, +farther than you've ever shot before. The other %gP murmur assent; +now you are committed. + +To seek the death of Scorpius -- or perish in the attempt.]], }, guardtalk_after = { "\"%pC! I have not seen you in many moons. How do you fare?\"", - "\"Birdsong has returned to the grove, surely this means you have defeated %n.\"", - "\"%lC seems to have regained some of his strength.\"", - "\"So, tell us how you entered %i, in case some new evil arises there.\"", - "\"Is that truly %o that I see you carrying?\"", + "\"Birdsong has returned to the grove; surely this means you have defeated %n.\"", + "\"Since you slew %n, the centaurs have abandoned the siege.\"", + "\"So, tell us how you passed through %i, in case some new evil arises there.\"", + "\"It's amazing how you carry %o with such grace. What is it like to wield it?\"", }, guardtalk_before = { "\"%pC! I have not seen you in many moons. How do you fare?\"", - "\"%nC continues to threaten the grove. But we hold fast.\"", - "\"%lC is growing weak. The magic required to defend the grove drains us.\"", - "\"Remember %i is hard to enter. Beware the distraction of leatherwings.\"", - "\"We must regain %o. Without it we will be overrun.\"", + "\"The woods have gone quiet since Orion left us.\"", + "\"The centaurs have hemmed us in. Only here in the center can we still resist them.\"", + "\"I worry about %l. We all grieve, but he is letting it distract him.\"", + "\"None of us save Orion have ever passed through %i and lived.\"", + "\"%oC looks awfully big for you. Are you sure you can wield it?\"", }, hasamulet = { synopsis = "[You have the Amulet! Take it to the Astral Plane and offer it to %d.]", output = "text", - text = [["You have it! You have recovered the Amulet of Yendor! -Now attend to me, %p, and I will tell you what must be done: + text = [[ +"You have it! You have recovered the Amulet of Yendor! + +Now attend to me, %p, for here is what Orion planned to +tell you should you obtain it: "The Amulet has within it magic, the capability to transport you to -the Astral Plane, where the primary circle of %d resides. +the Astral Plane, where the holy circle of %d resides. "To activate this magic, you must travel upwards as far as you can. When you reach the temple, sacrifice the Amulet to %d. @@ -2299,26 +2338,48 @@ When you reach the temple, sacrifice the Amulet to %d. "Thus will you fulfill your destiny."]], }, killed_nemesis = { - synopsis = "[%nC curses you as %nh dies.]", + synopsis = "[You %x Orion in the stars; he blesses you and empowers his bow.]", output = "text", - text = [[%nC collapses to the ground, cursing you and %l, then says: + text = [[ +As %nS death throes subside, you feel the wind picking up. The +clouds clear, and in the dark night sky you %x a constellation that +wasn't there before. Somehow, you know it is Orion, striding +triumphantly across the heavens. As you gaze on it, you hear Orion's +voice. + +"Thank you, %p, for ridding the world of %n. I +am avenged, and I can rest. + +"%d has placed me among the stars; from the stars do I now bless you. +When you call upon the power of my longbow, the arrows it produces will +be spun from starlight, empowering them greatly. Use them well. - "You have defeated me, %r! But I curse you one final time, with - my dying breath! You shall die before you leave my castle!"]], +"Please convey my regrets to %l. The charge of the sacred grove +now passes to %li. + +"Go forth, my %S, with my gratitude." +]], }, leader_first = { - synopsis = "[You have returned, %p. We need your help. Are you ready?]", + synopsis = "[You have returned, but Orion is dead. I must see how experienced you are.]", output = "text", - text = [["%pC! You have returned! Thank %d. + text = [[ +"%pC! You have returned! Thank %d. + +"What? You want to know where Orion is? He has been... slain." + +A tear trickles down %lS cheek before he wipes it away. -"We have great need of you. But first, I must see if you have the -required abilities to take on this responsibility."]], +"Before I tell you the whole story, I must see if you have become +experienced enough to take on this responsibility."]], }, leader_last = { synopsis = "[You are not sufficiently %a. We renounce your %shood.]", output = "text", - text = [["%pC! You have doomed us all. You fairly radiate %L influences -and weaken the power we have raised in this grove as a result! + text = [[ +"%pC! You have doomed us all. You are a disgrace to +all those who name themselves %a and weaken the power we have +raised in this grove as a result! "Begone! We renounce your %shood with us! You are an outcast now!"]], }, @@ -2355,53 +2416,77 @@ You are in room 9 of the cave. There are tunnels to rooms synopsis = "[You are still a %r! Can you really do this?]", output = "text", text = [[ -"You are so young! Still a %r! Can you fight the centaurs? Can you -really find and infiltrate %i, take on %n, and recover -%o for us?"]], +"You are so young! Still %rA! Can you fight the centaurs? Can you +really find and survive %i and take on %n?]], }, nemesis_first = { - synopsis = "[You have come to recover %o, but I shall keep %oh and you shall die.]", + synopsis = "[You face %n. But he is more terrible than you imagined.]", output = "text", - text = [["So, %c. %lC has sent you to recover %o. + text = [[ +At last, you are face to face with %n. But %nh is far more +terrible than you ever imagined. + +Towering over you, armored in gleaming black carapace, with pincers that +could crush you whole. Dark eyes glitter at you with malice that belies +a more than animal mind. + +Why did you get so close? -"Well, I shall keep that bauble. It pleases me. You, %c, shall die."]], +Dripping with venom, the stinger flashes down again.]], }, nemesis_next = { - text = "\"Back again, eh? Well, a mere %r is no threat to me! Die, %c!\"", + text = "%n clicks %nj jaws and advances again.", }, nemesis_other = { - text = "\"You haven't learned your lesson, %c. You can't kill me! You shall die now.\"", + text = "%nS eyes glint menacingly.", }, nemesis_wantsit = { - text = [["I shall have %o from you, %r. Then I shall -kill you."]], + -- this is special cased not to occur since a ranger presumably will + -- frequently have the artifact already when facing nemesis + text = "error: nemesis_wantsit should not be shown" }, nexttime = { text = "Once again, you stand before %H.", }, offeredit = { - synopsis = "[You have succeeded. Take %o with you as you go to find the Amulet.]", + synopsis = "[The centaurs have fled. Take %O with you as you search for the Amulet.]", output = "text", - text = [["%pC! You have succeeded! I feared it was not possible! + text = [[ +"Thank you, %p. I knew you could do it. + +"Last evening, the centaurs were closing in on the heart of the grove to +put an end to us, our arrows exhausted and the sacred protections of +Apollo spent. But as night fell, we beheld Orion striding across the +firmament, written in stars. I knew then that you had triumphed. The +centaurs, who read the night skies and had seen their victory written +there, were alarmed, for their foretellings had been shattered. They +broke and fled. -"You have returned with %o! +"But this is not a lasting peace, and Orion will not reign forever in +the sky. Apollo sent me a vision in a dream while I slept, showing me +that Scorpius, too, has been placed into the stars to oppose Orion. At +the turning of the seasons, Orion will retreat and Scorpius will +advance, and under his sign our enemies will again assail us. -"I fear, now, that the Centaurs will regroup and plot yet another raid. -This will take some time, but if you can recover the Amulet of Yendor -for %d before that happens, we will be eternally safe. +"Before then, you must recover the Amulet of Yendor for Apollo. With +it, his holy groves will be eternally safe. -"Take %o with you. It will aid in your quest for -the Amulet."]], +"Take the Longbow of Orion with you. You are Orion's chosen hero now, +as well as Apollo's, and it rightfully belongs with you. It will serve +you well in your search for the Amulet."]], }, offeredit2 = { synopsis = "[You are the keeper of %o now. Go and find the Amulet.]", output = "text", text = [[%l flexes %o reverently. -"With this wondrous bow, one need never run out of arrows. -You are its keeper now, and the time has come to resume your -search for the Amulet. %Z await your return -through the magic portal that brought you here."]], +"With this wondrous bow, one need never run out of arrows. And with the +blessing of Orion upon you, you shall wield the mighty arrows of light +that can pierce even the heart of Moloch. + +"You are the bow's keeper now, and the time has come to resume your +search for the Amulet. %Z await your return through +the magic portal that brought you here."]], }, othertime = { text = [[You have the oddest feeling that this may be the last time you diff --git a/dat/wizard1.lua b/dat/wizard1.lua index e4ce1b214..c971c52ce 100644 --- a/dat/wizard1.lua +++ b/dat/wizard1.lua @@ -108,31 +108,12 @@ local conns = { } local TOTAL_ROOMS = 24 -- still not counting Wizard's -local reached = { } -for i = 1,TOTAL_ROOMS do - reached[i] = false -end - --- pick 1 initial room to build spanning tree from -local initroom = d(TOTAL_ROOMS) -reached[initroom] = true -local nreached = 1 -while nreached < TOTAL_ROOMS do - local pick = d(#conns) - while reached[conns[pick][1]] == reached[conns[pick][2]] do - pick = d(#conns) - end - - -- take a random point from the line and make it a secret door - local cc = selection.line(conns[pick][3],conns[pick][4], - conns[pick][5],conns[pick][6]):rndcoord() - des.door({ state='secret', coord=cc }) - - -- update reached; both rooms are now reachable (one already was) - reached[conns[pick][1]] = true - reached[conns[pick][2]] = true - nreached = nreached + 1 -end +make_spanning_tree(conns, TOTAL_ROOMS, nil, function(edge) + -- take a random point from the line stored in edge[3..6] and make it a + -- secret door + local cc = selection.line(edge[3],edge[4], edge[5],edge[6]):rndcoord() + des.door({ state='closed', coord=cc }) +end) -- Now connect the Wizard's chamber. -- Note that these doors are placed such that the player cannot hit the Wizard diff --git a/doc/xnh-changelog-10.0.md b/doc/xnh-changelog-10.0.md index 49084c988..3909acf24 100644 --- a/doc/xnh-changelog-10.0.md +++ b/doc/xnh-changelog-10.0.md @@ -29,12 +29,61 @@ changes: - Amulets of reflection still use the shield of reflection material list. - Human Rangers can now be played as Lawful. - Rangers are 4 times as good as other roles at finding pits and spiked pits. +- Add the giant scorpion. + - It is basically a scaled-up, faster version of the regular scorpion. + - Unlike the smaller scorpion, it has a grapple attack. + - Regular scorpions can grow up into them. + - They appear on the Ranger quest. + - They are orange to be distinguishable from regular scorpions. +- Allow large s-class monsters (giant spider and giant scorpion) to be saddled + and ridden. +- Add a new material: hard light, which is a magic construct that is + lightweight and fairly strong. +- Rename the Longbow of Diana to the Longbow of Orion. +- Add a new object: arrow of light. It is a weightless arrow made of hard light + that deals exceptionally high damage but disintegrates after hitting + something or falling to the floor. Monsters it kills in one shot will leave + no corpse, and monsters it fails to kill will be blinded and stunned. + - The arrow of light deals half its normal damage if you are not a Ranger who + has killed Scorpius. +- The Longbow of Orion's invoke effect now creates arrows of light, granting + either 3 of them, or if that would make there be more than 5 arrows of light + in the game, as many as can be created to bring the total to 5. + - If you are not a Ranger, only one arrow of light will be created. + - If there are already 5 in the game, it creates ordinary arrows enchanted + equal to the Longbow's enchantment. + - These ordinary arrows will be elven arrows if you are an elf and orcish + arrows if you are an orc. +- Orion is replaced as the Ranger quest leader with Cedalion, his lieutenant + and guide. +- Wielding the Longbow of Orion puts a floor on the amount of multishot you get + from arrows fired from it. This floor is 1 (no multishot) if you wouldn't be + able to multishoot with it, or 2 if you can only shoot a maximum of 2 arrows, + but otherwise it's 3. +- The Ranger quest has received an overhaul: + - The home level is lightly redesigned (from when it was redone in xNetHack + 3.0); monsters will no longer spawn in the sacred grove. + - The upper filler level is no longer a cavern fill with trees as the + background but is still somewhat similar, consisting of randomized trails + through a forest leading into one of two caves. + - The story has not been severely changed, but more closely tracks the + mythological conflict between Orion and Scorpius. The largest change is + that Orion is already dead and the mission is one of vengeance. + - You receive the Longbow of Orion from Cedalion as soon as you get assigned + the quest. However, it will not create arrows of light until Scorpius is + killed, though it can still create normal arrows and its passive extrinsics + still apply. + - Scorpions and other s-class monsters generate more frequently on the quest, + with centaurs generating less frequently. ### Interface changes - An extended achievement (which does not correspond to any bits in the xlogfile achieve field) is awarded for solving the Wizard's Puzzle, which is encoded in achieveX as "solved_wiz_puzzle". +- Monster lookup shows whether or not a monster can be saddled. ### Architectural changes +- Add a make_spanning_tree function in the Lua nhlib file, which constructs a + general spanning tree from a given unweighted graph. diff --git a/include/artilist.h b/include/artilist.h index 758f072f9..6d356be35 100644 --- a/include/artilist.h +++ b/include/artilist.h @@ -294,10 +294,10 @@ static NEARDATA struct artifact artilist[] = { 0, 12, 2000L, NO_COLOR, SILVER, MITRE_OF_HOLINESS), */ - A("The Longbow of Diana", BOW, + A("The Longbow of Orion", BOW, (SPFX_NOGEN | SPFX_RESTR | SPFX_INTEL | SPFX_REFLECT), SPFX_ESP, 0, PHYS(5, 0), NO_DFNS, NO_CARY, CREATE_AMMO, A_CHAOTIC, PM_RANGER, NON_PM, - 0, 12, 4000L, NO_COLOR, DEFAULT_MAT, LONGBOW_OF_DIANA), + 0, 12, 4000L, NO_COLOR, DEFAULT_MAT, LONGBOW_OF_ORION), /* MKoT has an additional carry property if the Key is not cursed (for rogues) or blessed (for non-rogues): #untrap of doors and chests diff --git a/include/decl.h b/include/decl.h index 2c2e55996..a463f8348 100644 --- a/include/decl.h +++ b/include/decl.h @@ -1165,6 +1165,9 @@ struct instance_globals_saved_d { struct instance_globals_saved_e { /* decl.c */ struct exclusion_zone *exclusion_zones; + /* do.c */ + int extant_arrows_of_light; +#define MAX_LIGHT_ARROWS 5 }; struct instance_globals_saved_h { diff --git a/include/extern.h b/include/extern.h index d4ed424b5..4e03172b1 100644 --- a/include/extern.h +++ b/include/extern.h @@ -3186,6 +3186,7 @@ extern struct obj *findgold(struct obj *, boolean) NO_NNARGS; /* ### steed.c ### */ extern void rider_cant_reach(void); +extern boolean saddleable(struct permonst *) NONNULLARG1; extern boolean can_saddle(struct monst *) NONNULLARG1; extern int use_saddle(struct obj *) NONNULLARG1; extern void put_saddle_on_mon(struct obj *, struct monst *) NONNULLARG2; diff --git a/include/monsters.h b/include/monsters.h index 1e35b2951..89bfc8a22 100644 --- a/include/monsters.h +++ b/include/monsters.h @@ -961,6 +961,15 @@ | M1_CARNIVORE, M2_HOSTILE, 0, 8, CLR_RED, SCORPION), + MON(NAM("giant scorpion"), S_SPIDER, + LVL(12, 18, 3, 0, 0), (G_GENO | 1), + A(ATTK(AT_CLAW, AD_PHYS, 5, 2), + ATTK(AT_STNG, AD_DRST, 3, 4), + ATTK(AT_HUGS, AD_PHYS, 3, 2), NO_ATTK, NO_ATTK, NO_ATTK), + SIZ(500, 150, MS_SILENT, MZ_LARGE), MR_POISON, MR_POISON, + M1_ANIMAL | M1_NOHANDS | M1_OVIPAROUS | M1_POIS | M1_CARNIVORE, + M2_HOSTILE, 0, + 15, CLR_ORANGE, GIANT_SCORPION), /* * trappers, lurkers, &c * Note: prior to 3.7, these were defined to do AD_DGST damage, @@ -3597,15 +3606,15 @@ M2_NOPOLY | M2_HUMAN | M2_PEACEFUL | M2_STRONG | M2_MALE | M2_COLLECT | M2_MAGIC, M3_CLOSE | M3_INFRAVISIBLE, 30, CLR_WHITE, ARCH_PRIEST), - MON(NAM("Orion"), S_HUMAN, LVL(20, 15, 0, 90, 0), (G_NOGEN | G_UNIQ), + MON(NAM("Cedalion"), S_HUMAN, LVL(20, 15, 0, 90, 0), (G_NOGEN | G_UNIQ), A(ATTK(AT_WEAP, AD_PHYS, 4, 10), ATTK(AT_MAGC, AD_SPEL, 4, 8), NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK), - SIZ(2200, 700, MS_LEADER, MZ_HUGE), 0, 0, + SIZ(2200, 700, MS_LEADER, MZ_HUMAN), 0, 0, M1_HUMANOID | M1_OMNIVORE | M1_SEE_INVIS | M1_SWIM | M1_AMPHIBIOUS, M2_NOPOLY | M2_HUMAN | M2_PNAME | M2_PEACEFUL | M2_STRONG | M2_MALE | M2_COLLECT | M2_MAGIC, M3_CLOSE | M3_INFRAVISION | M3_INFRAVISIBLE, - 24, HI_LORD, ORION), + 24, HI_LORD, CEDALION), /* Note: Master of Thieves is also the Tourist's nemesis. */ MON(NAM("Master of Thieves"), S_HUMAN, diff --git a/include/objclass.h b/include/objclass.h index db86e6007..b9b4cdba1 100644 --- a/include/objclass.h +++ b/include/objclass.h @@ -32,6 +32,7 @@ enum obj_material_types { GLASS = 19, GEMSTONE = 20, MINERAL = 21, + HARD_LIGHT = 22, NUM_MATERIAL_TYPES }; diff --git a/include/objects.h b/include/objects.h index 0fdfac11a..962660308 100644 --- a/include/objects.h +++ b/include/objects.h @@ -145,6 +145,9 @@ PROJECTILE("orcish arrow", "crude arrow", ORCISH_ARROW), PROJECTILE("ya", "long arrow", 0, 15, 1, 4, 7, 7, 1, WOOD, -P_BOW, HI_WOOD, YA), +PROJECTILE("arrow of light", NoDes, + 1, 0, 0, 100, 8, 8, 0, HARD_LIGHT, -P_BOW, CLR_WHITE, + ARROW_OF_LIGHT), PROJECTILE("crossbow bolt", NoDes, 1, 55, 1, 2, 4, 6, 0, IRON, -P_CROSSBOW, HI_METAL, CROSSBOW_BOLT), diff --git a/src/artifact.c b/src/artifact.c index 37fa0e37c..24f4a4c4a 100644 --- a/src/artifact.c +++ b/src/artifact.c @@ -537,8 +537,10 @@ shade_glare(struct obj *obj) { const struct artifact *arti; - /* any silver object is effective; bone too, though it gets no bonus */ - if (obj->material == SILVER || obj->material == BONE) + /* any silver object is effective; bone too, though it gets no bonus; + * physically substantial light also can touch them */ + if (obj->material == SILVER || obj->material == BONE + || obj->material == HARD_LIGHT) return TRUE; /* non-silver artifacts with bonus against undead also are effective */ arti = get_artifact(obj); @@ -2087,7 +2089,16 @@ arti_invoke(struct obj *obj) enlightenment(MAGICENLIGHTENMENT, ENL_GAMEINPROGRESS); break; case CREATE_AMMO: { - struct obj *otmp = mksobj(ARROW, TRUE, FALSE); + struct obj *otmp; + + if (sve.extant_arrows_of_light >= MAX_LIGHT_ARROWS + || (Role_if(PM_RANGER) && !svq.quest_status.killed_nemesis)) + otmp = mksobj(Race_if(PM_ELF) ? ELVEN_ARROW + : Race_if(PM_ORC) ? ORCISH_ARROW + : ARROW, + TRUE, FALSE); + else + otmp = mksobj(ARROW_OF_LIGHT, TRUE, FALSE); if (!otmp) { nothing_special(obj); @@ -2096,7 +2107,11 @@ arti_invoke(struct obj *obj) otmp->blessed = obj->blessed; otmp->cursed = obj->cursed; otmp->bknown = obj->bknown; + otmp->known = obj->known; + otmp->rknown = obj->rknown; otmp->oeroded = otmp->oeroded2 = 0; + if (otmp->otyp != ARROW_OF_LIGHT) + otmp->spe = obj->spe; if (obj->blessed) { if (otmp->spe < 0) otmp->spe = 0; @@ -2106,9 +2121,32 @@ arti_invoke(struct obj *obj) otmp->spe = 0; } else otmp->quan += rnd(5); + + if (otmp->otyp == ARROW_OF_LIGHT) { + /* quan rules above are for fallback case of normal arrows, + * arrows of light for Rangers always give either 3 or whatever + * number ensures the total number in existence don't go beyond + * MAX_LIGHT_ARROWS, 1 for non-rangers */ + if (Role_if(PM_RANGER)) { + otmp->quan = min(MAX_LIGHT_ARROWS + - sve.extant_arrows_of_light, 3); + } + else { + otmp->quan = 1; + } + sve.extant_arrows_of_light += otmp->quan; + } otmp->owt = weight(otmp); - otmp = hold_another_object(otmp, "Suddenly %s out.", - aobjnam(otmp, "fall"), (char *) 0); + + pline("In a %s flash, %s%s!", + (Role_if(PM_RANGER) && svq.quest_status.killed_nemesis) + ? "twinkling" : "glimmering", + otmp->quan == 1L ? "an " : "", + aobjnam(otmp, "appear")); + + otmp = hold_another_object(otmp, "But you have to drop %s.", + otmp->quan >= 1L ? "it" : "them", + (char *) 0); nhUse(otmp); break; } diff --git a/src/decl.c b/src/decl.c index cef298ba2..8ebfc09ef 100644 --- a/src/decl.c +++ b/src/decl.c @@ -115,7 +115,7 @@ const char *materialnm[] = { "mysterious", "liquid", "wax", "organic", "wooden", "bone", "dragonhide", "iron", "metal", "copper", "silver", "gold", "platinum", "mithril", "plastic", "glass", - "gemstone", "stone" }; + "gemstone", "stone", "hard light" }; const char quitchars[] = " \r\n\033"; NEARDATA struct savefile_info sfcap, sfrestinfo, sfsaveinfo; const int shield_static[SHIELD_COUNT] = { @@ -930,7 +930,8 @@ static const struct instance_globals_saved_d init_svd = { static const struct instance_globals_saved_e init_sve = { /* decl.c */ - NULL /* exclusion_zones */ + NULL, /* exclusion_zones */ + 0 /* extant_arrows_of_light */ }; static const struct instance_globals_saved_h init_svh = { diff --git a/src/do.c b/src/do.c index 7e30f7951..b0f68cdde 100644 --- a/src/do.c +++ b/src/do.c @@ -282,6 +282,17 @@ flooreffects( bury_objs(x, y); newsym(x, y); res = TRUE; + } else if (obj->otyp == ARROW_OF_LIGHT) { + /* hack so litroom will light the right point */ + obj->ox = x; + obj->oy = y; + litroom(TRUE, obj); + /* can't delay vision recalc because we need to print a message */ + vision_recalc(0); + if (cansee(x, y)) + pline("%s into motes of light.", Tobjnam(obj, "disintegrate")); + useupf(obj, obj->quan); + res = TRUE; } else if (is_lava(x, y)) { res = lava_damage(obj, x, y); } else if (is_pool(x, y)) { diff --git a/src/dothrow.c b/src/dothrow.c index 0f3264ee9..0e08a215f 100644 --- a/src/dothrow.c +++ b/src/dothrow.c @@ -197,6 +197,7 @@ throw_obj(struct obj *obj, int shotlimit) /* otherwise any stackable (non-ammo) weapon */ : obj->oclass == WEAPON_CLASS) && !(Confusion || Stunned)) { + int multishot_floor = 1; /* some roles don't get a volley bonus until becoming expert */ weakmultishot = (Role_if(PM_WIZARD) || Role_if(PM_CLERIC) || (Role_if(PM_HEALER) && skill != P_KNIFE) @@ -249,8 +250,10 @@ throw_obj(struct obj *obj, int shotlimit) elven and orcish rangers loss of bonus for use of racial bow plus racial arrows if they switch to the Longbow of Diana) */ if (uwep && is_quest_artifact(uwep) - && ammo_and_launcher(obj, uwep)) + && ammo_and_launcher(obj, uwep)) { ++multishot; + multishot_floor = min(multishot, 3); + } } /* crossbows are slow to load and probably shouldn't allow multiple @@ -262,6 +265,7 @@ throw_obj(struct obj *obj, int shotlimit) multishot = rnd(multishot); multishot = rnd(multishot); + multishot = max(multishot_floor, multishot); if ((long) multishot > obj->quan) multishot = (int) obj->quan; if (shotlimit > 0 && multishot > shotlimit) @@ -2054,6 +2058,10 @@ should_mulch_missile(struct obj *obj) || objects[obj->otyp].oc_magic) return FALSE; + /* arrows of light are always one-shots */ + if (obj->otyp == ARROW_OF_LIGHT) + return TRUE; + /* The previous version of this logic made sure early-game characters * couldn't use their ranged ammo much or it'd all break. That isn't what we * want. So instead, we use a combination of skill and max skill to diff --git a/src/mkobj.c b/src/mkobj.c index 8f572b273..34528f3b5 100644 --- a/src/mkobj.c +++ b/src/mkobj.c @@ -2035,7 +2035,7 @@ set_bknown( * overpowered by weighing about one-tenth as much as the iron counterpart. * Instead, use arbitrary units. */ static -const int matdensities[] = { +const int matdensities[NUM_MATERIAL_TYPES] = { 0, // will cause div/0 errors if anything is this material 10, // LIQUID 15, // WAX @@ -2057,7 +2057,8 @@ const int matdensities[] = { 20, // PLASTIC 60, // GLASS 55, // GEMSTONE - 70 // MINERAL + 70, // MINERAL + 5, // HARD_LIGHT }; /* @@ -2176,7 +2177,7 @@ weight(struct obj *obj) * adjusted up so that there are no negatives. * The units involved here are AC points (but again, only the difference * matters.) */ -const int matac[] = { +const int matac[NUM_MATERIAL_TYPES] = { 0, 0, // LIQUID 1, // WAX @@ -2198,7 +2199,8 @@ const int matac[] = { 3, // PLASTIC 5, // GLASS 7, // GEMSTONE - 6 // MINERAL + 6, // MINERAL + 6, // HARD_LIGHT }; /* Compute the bonus or penalty to AC an armor piece should get for being a diff --git a/src/mon.c b/src/mon.c index a944240ff..0f9eca862 100644 --- a/src/mon.c +++ b/src/mon.c @@ -835,7 +835,7 @@ make_corpse(struct monst *mtmp, unsigned int corpseflags) case PM_ROCK_MOLE: case PM_WOODCHUCK: case PM_CAVE_SPIDER: case PM_CENTIPEDE: case PM_GIANT_SPIDER: - case PM_SCORPION: + case PM_SCORPION: case PM_GIANT_SCORPION: case PM_LURKER_ABOVE: case PM_TRAPPER: case PM_PONY: case PM_HORSE: case PM_WARHORSE: case PM_FOG_CLOUD: case PM_DUST_VORTEX: case PM_ICE_VORTEX: @@ -937,7 +937,7 @@ make_corpse(struct monst *mtmp, unsigned int corpseflags) case PM_LORD_CARNARVON: case PM_PELIAS: case PM_SHAMAN_KARNOV: case PM_HIPPOCRATES: case PM_KING_ARTHUR: case PM_CHAN_SUNE_LAMA: - case PM_ARCH_PRIEST: case PM_ORION: case PM_MASTER_OF_THIEVES: + case PM_ARCH_PRIEST: case PM_CEDALION: case PM_MASTER_OF_THIEVES: case PM_LORD_SATO: case PM_TWOFLOWER: case PM_NORN: case PM_NEFERET_THE_GREEN: case PM_SCHLIEMANN: case PM_THOTH_AMON: case PM_TIAMAT: case PM_CYCLOPS: diff --git a/src/mondata.c b/src/mondata.c index 38458a7d2..1ce339bd3 100644 --- a/src/mondata.c +++ b/src/mondata.c @@ -1342,6 +1342,7 @@ static const short grownups[][2] = { { PM_URUK_HAI, PM_ORC_CAPTAIN }, { PM_SEWER_RAT, PM_GIANT_RAT }, { PM_CAVE_SPIDER, PM_GIANT_SPIDER }, + { PM_SCORPION, PM_GIANT_SCORPION }, { PM_OGRE, PM_OGRE_LEADER }, { PM_OGRE_LEADER, PM_OGRE_TYRANT }, { PM_ELF, PM_ELF_NOBLE }, diff --git a/src/objnam.c b/src/objnam.c index 043b61440..00a788b16 100644 --- a/src/objnam.c +++ b/src/objnam.c @@ -5401,6 +5401,23 @@ readobjnam(char *bp, struct obj *no_wish) /* WEAPON_CLASS test excludes gems, gray stones */ || (d.oclass == WEAPON_CLASS && is_ammo(d.otmp)))))) d.otmp->quan = (long) d.cnt; + + /* post-fixup for arrows of light, which you can only get 1 of per wish + * in normal play (rather than 20) */ + if (d.typ == ARROW_OF_LIGHT && !wizard) + d.otmp->quan = 1L; + } + + /* also don't allow wishing to exceed the limit on extant arrows of light */ + if (d.typ == ARROW_OF_LIGHT) { + if (!wizard && sve.extant_arrows_of_light >= MAX_LIGHT_ARROWS) { + pline("The wish fails!"); + obfree(d.otmp, (struct obj *) 0); + d.otmp = &hands_obj; + return d.otmp; + } + else + sve.extant_arrows_of_light += d.otmp->quan; } if (d.islit && (d.typ == OIL_LAMP || d.typ == MAGIC_LAMP diff --git a/src/pager.c b/src/pager.c index b82fc2087..26d4eb71b 100644 --- a/src/pager.c +++ b/src/pager.c @@ -1081,6 +1081,7 @@ add_mon_info(winid datawin, struct permonst * pm) APPENDC(is_undead(pm), "undead"); if (!is_undead(pm)) APPENDC(nonliving(pm), "nonliving"); + APPENDC(saddleable(pm), "rideable with a saddle"); if (*buf) { Snprintf(buf2, BUFSZ, "Is %s.", buf); MONPUTSTR(buf2); diff --git a/src/quest.c b/src/quest.c index 808bbed08..613840535 100644 --- a/src/quest.c +++ b/src/quest.c @@ -17,6 +17,7 @@ staticfn void on_goal(void); staticfn boolean not_capable(void); staticfn int is_pure(boolean); staticfn void expulsion(boolean); +staticfn boolean qarti_given_at_start(void); staticfn boolean arti_fulfills_quest(void); staticfn void chat_with_leader(struct monst *); staticfn void chat_with_nemesis(void); @@ -225,12 +226,23 @@ expulsion(boolean seal) } } +/* Is the quest artifact handed out at the /start/ of the quest? + * If so, showing it to the leader is not significant. */ +staticfn boolean +qarti_given_at_start(void) +{ + return (Role_if(PM_RANGER)); +} + /* Does returning to the leader with the quest artifact complete the quest? * (Currently, if not, the completion condition is assumed to be killing the * nemesis.) */ staticfn boolean arti_fulfills_quest(void) { + if (qarti_given_at_start()) { + return FALSE; + } if (Role_if(PM_VALKYRIE) || Role_if(PM_MONK)) { return FALSE; } @@ -335,7 +347,7 @@ chat_with_leader(struct monst *mtmp) qt_pager("posthanks"); /* Rule 3: You've got the artifact and are back to return it. */ - } else if (u.uhave.questart) { + } else if (u.uhave.questart && !qarti_given_at_start()) { struct obj *otmp; for (otmp = gi.invent; otmp; otmp = otmp->nobj) @@ -403,6 +415,22 @@ chat_with_leader(struct monst *mtmp) qt_pager("assignquest"); exercise(A_WIS, TRUE); Qstat(got_quest) = TRUE; + if (qarti_given_at_start()) { + struct obj *otmp; + for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj) + if (is_quest_artifact(otmp)) + break; + if (otmp) { + extract_from_minvent(mtmp, otmp, TRUE, TRUE); + addinv(otmp); /* this will immediately trigger 'gotit' */ + } + else { + /* leader doesn't have quest artifact? could be stolen from + * them, or they were killed and resurrected */ + verbalize("Forgive me, I must have misplaced %s.", + artiname(gu.urole.questarti)); + } + } } } } @@ -455,7 +483,7 @@ nemesis_speaks(void) * whether this flag is set or not because nemesis_speaks should only get * called when nearby anyway. */ if (!Qstat(in_battle) || covetous_nonwarper(&mons[gu.urole.neminum])) { - if (u.uhave.questart) + if (u.uhave.questart && !qarti_given_at_start()) qt_pager("nemesis_wantsit"); else if (Qstat(made_goal) == 1 || !Qstat(met_nemesis)) qt_pager("nemesis_first"); diff --git a/src/read.c b/src/read.c index bca0653da..d1770aa17 100644 --- a/src/read.c +++ b/src/read.c @@ -2650,12 +2650,14 @@ set_lit(coordxy x, coordxy y, genericptr_t val) void litroom( boolean on, /* True: make nearby area lit; False: cursed scroll */ - struct obj *obj) /* scroll, spellbook (for spell), or wand of light */ + struct obj *obj) /* scroll, spellbook (for spell), wand of light, or + * arrow of light */ { struct obj *otmp, *nextobj; boolean blessed_effect = (obj && obj->oclass == SCROLL_CLASS && obj->blessed); boolean no_op = (u.uswallow || Underwater || Is_waterlevel(&u.uz)); + boolean lightarrow = (obj && obj->otyp == ARROW_OF_LIGHT); char is_lit = 0; /* value is irrelevant but assign something anyway; its * address is used as a 'not null' flag for set_lit() */ int radius = 0; @@ -2721,7 +2723,7 @@ litroom( pline("%s shines briefly.", Monnam(u.ustuck)); else pline("%s glistens.", Monnam(u.ustuck)); - } else if (!Blind) { + } else if (!Blind && !lightarrow) { pline("A lit field %ssurrounds you!", no_op ? "briefly " : ""); } } @@ -2758,13 +2760,22 @@ litroom( radius = 11; } } + else if (lightarrow) { + radius = 3; + } else { radius = 5; } if (radius > 0) { - do_clear_area(u.ux, u.uy, radius, set_lit, - (genericptr_t) (on ? &is_lit : (char *) 0)); + if (lightarrow) { + do_clear_area(obj->ox, obj->oy, radius, set_lit, + (genericptr_t) (on ? &is_lit : (char *) 0)); + } + else { + do_clear_area(u.ux, u.uy, radius, set_lit, + (genericptr_t) (on ? &is_lit : (char *) 0)); + } } /* diff --git a/src/role.c b/src/role.c index f6e5f9413..f3ac3ae6b 100644 --- a/src/role.c +++ b/src/role.c @@ -312,18 +312,18 @@ const struct Role roles[NUM_ROLES+1] = { { "Marksman", "Markswoman" } }, "Apollo", "_Diana", "Mars", /* Roman/planets */ "Ran", - "Orion's camp", - "the cave of the wumpus", + "Orion's Grove", + "the Cave of the Wumpus", PM_RANGER, PM_LITTLE_DOG /* Orion & canis major */, - PM_ORION, + PM_CEDALION, PM_HUNTER, PM_SCORPIUS, - PM_FOREST_CENTAUR, PM_SCORPION, - S_CENTAUR, + PM_FOREST_CENTAUR, S_SPIDER, - ART_LONGBOW_OF_DIANA, + S_CENTAUR, + ART_LONGBOW_OF_ORION, MH_HUMAN | MH_ELF | MH_GNOME | MH_ORC | ROLE_MALE | ROLE_FEMALE | ROLE_LAWFUL | ROLE_NEUTRAL | ROLE_CHAOTIC, /* Str Int Wis Dex Con Cha */ diff --git a/src/shk.c b/src/shk.c index 794b9507a..ab23402e9 100644 --- a/src/shk.c +++ b/src/shk.c @@ -1135,6 +1135,8 @@ obfree(struct obj *obj, struct obj *merge) maybe_reset_pick(obj); if (obj->otyp == BOULDER) obj->next_boulder = 0; + if (obj->otyp == ARROW_OF_LIGHT && !merge) + sve.extant_arrows_of_light -= obj->quan; shkp = 0; if (obj->unpaid) { @@ -2781,7 +2783,7 @@ get_cost_of_shop_item( * approximation would be something like "zorkmids per aum". * We only care about the ratio of two of these together. */ static -const int matprices[] = { +const int matprices[NUM_MATERIAL_TYPES] = { 0, 1, /* LIQUID */ 1, /* WAX */ @@ -2803,7 +2805,8 @@ const int matprices[] = { 3, /* PLASTIC */ 20, /* GLASS */ 500, /* GEMSTONE */ - 10 /* MINERAL */ + 10, /* MINERAL */ + 2 /* HARD_LIGHT */ }; staticfn long diff --git a/src/steed.c b/src/steed.c index f076539ca..22aefadc5 100644 --- a/src/steed.c +++ b/src/steed.c @@ -7,6 +7,7 @@ /* Monsters that might be ridden */ static NEARDATA const char steeds[] = { S_QUADRUPED, S_UNICORN, S_ANGEL, S_CENTAUR, S_DRAGON, S_JABBERWOCK, + S_SPIDER, '\0' }; staticfn boolean landing_spot(coord *, int, int); @@ -21,17 +22,24 @@ rider_cant_reach(void) /*** Putting the saddle on ***/ -/* Can this monster wear a saddle? */ +/* Can a monster of this species wear a saddle? */ boolean -can_saddle(struct monst *mtmp) +saddleable(struct permonst *ptr) { - struct permonst *ptr = mtmp->data; - return (strchr(steeds, ptr->mlet) && (ptr->msize >= MZ_MEDIUM) && (!humanoid(ptr) || ptr->mlet == S_CENTAUR) && !amorphous(ptr) && !noncorporeal(ptr) && !is_whirly(ptr) && !unsolid(ptr)); } +/* Can this monster wear a saddle? + * (I'm not sure why this takes a struct monst and not a struct permonst.) */ +boolean +can_saddle(struct monst *mtmp) +{ + struct permonst *ptr = mtmp->data; + return saddleable(ptr); +} + int use_saddle(struct obj *otmp) { diff --git a/src/trap.c b/src/trap.c index e004443eb..b5833a4d6 100644 --- a/src/trap.c +++ b/src/trap.c @@ -2313,7 +2313,6 @@ trapeffect_web( case PM_BALROG: case PM_KRAKEN: case PM_MASTODON: - case PM_ORION: case PM_NORN: case PM_CYCLOPS: case PM_LORD_SURTUR: diff --git a/src/uhitm.c b/src/uhitm.c index 0a035e456..0b6ddf1e9 100644 --- a/src/uhitm.c +++ b/src/uhitm.c @@ -249,13 +249,7 @@ attack_checks( && m_next2u(mtmp)) set_ustuck(mtmp); } - /* #H7329 - if hero is on engraved "Elbereth", this will end up - * assessing an alignment penalty and removing the engraving - * even though no attack actually occurs. Since it also angers - * peacefuls, we're operating as if an attack attempt did occur - * and the Elbereth behavior is consistent. - */ - wakeup(mtmp, TRUE, TRUE); /* always necessary; also un-mimics mimics */ + wakeup(mtmp, FALSE, TRUE); /* always necessary; also un-mimics mimics */ return TRUE; } @@ -1044,6 +1038,26 @@ hmon_hitmon_weapon_ranged( hmd->hittxt = TRUE; } } + if (!hmd->thrown && obj == uwep && obj->otyp == ARROW_OF_LIGHT) { + /* this will still work, but very ineffectively compared to shooting + * them; note that if hmd->thrown (i.e. thrown without bow), they will + * still just deal d2 damage and evaporate when they hit the floor */ + hmd->dmg = dmgval(obj, mon) * obj->quan / MAX_LIGHT_ARROWS; + You("pierce %s with %s.", mon_nam(mon), yname(obj)); + pline("Light sprays wastefully from the wound as %s.", + obj->quan == 1L ? "it evaporates" : "they evaporate"); + obj->ox = mon->mx; /* hack so litroom will light the right point */ + obj->oy = mon->my; + litroom(TRUE, obj); + vision_recalc(0); /* another hack because litroom suspends vision + * recalculation, but it will still be suspended by + * the time we get to xkilled and the monster will be + * referred to as "it" */ + hmd->hittxt = TRUE; + useupall(obj); + /* corpse is still left because the monster didn't get hit critically + * enough to disintegrate */ + } if (!hmd->thrown && obj == uwep && obj->otyp == BOOMERANG && rnl(4) == 4 - 1) { boolean more_than_1 = (obj->quan > 1L); @@ -1116,6 +1130,34 @@ hmon_hitmon_weapon_melee( * some reason being Skilled+ gives a penalty?) */ hmd->get_dmg_bonus = FALSE; hmd->dmg -= weapon_dam_bonus(uwep); + } else if (obj->otyp == ARROW_OF_LIGHT) { + /* no critical hit effect since this already does very high damage, just + * cosmetic messages (and avoiding corpse creation) */ + pline("%s pierces deep into %s!", Yname2(obj), mon_nam(mon)); + hmd->hittxt = TRUE; + if (hmd->dmg > mon->mhp + /* it will almost certainly kill a gremlin anyway, but there's no + * kill like overkill */ + || mon->data == &mons[PM_GREMLIN]) { + pline("Transfixed, %s glows and explodes in a burst of radiance!", + mon_nam(mon)); + /* hack so litroom will light the right point */ + obj->ox = mon->mx; + obj->oy = mon->my; + litroom(TRUE, obj); + vision_recalc(0); + xkilled(mon, XKILL_NOMSG | XKILL_NOCORPSE); + hmd->already_killed = TRUE; + } + else { + pline( + "Dazzling rays burst from the wound, and %s staggers blindly!", + mon_nam(mon)); + mon->mstun = 1; + mon->mblinded = 1; + } + /* arrow will be destroyed but we can't break it here */ + hmd->defer_breakwep = TRUE; } else if (mon->mflee && Role_if(PM_ROGUE) && !Upolyd /* multi-shot throwing is too powerful here */ && hmd->hand_to_hand) { @@ -1295,7 +1337,8 @@ hmon_hitmon_weapon_melee( * one of the only remaining parameters passed around rather than being * in struct _hitmon_data, that doesn't suffice to prevent * use-after-free. Flag it for potential breakage later. */ - hmd->defer_breakwep = TRUE; + if (obj->material == GLASS) + hmd->defer_breakwep = TRUE; crack_glass_obj(some_armor(mon)); } } @@ -2102,9 +2145,18 @@ hmon_hitmon( print_mon_wounded(mon, saved_mhp); wakeup(mon, TRUE, TRUE); } - /* now try to crack the glass weapon, if used */ - if (hmd.defer_breakwep) - (void) crack_glass_obj(obj); + + /* now potentially break the weapon, if it was flagged to get damaged or + * broken */ + if (hmd.defer_breakwep) { + if (obj->otyp == ARROW_OF_LIGHT) + delobj(obj); + else if (obj->material == GLASS) + (void) crack_glass_obj(obj); + else + impossible("defer_breakwep with weapon typ %d, mat %d", + obj->otyp, obj->material); + } return hmd.destroyed ? FALSE : TRUE; } diff --git a/src/weapon.c b/src/weapon.c index a4b6c4764..3badd4a24 100644 --- a/src/weapon.c +++ b/src/weapon.c @@ -285,6 +285,16 @@ dmgval(struct obj *otmp, struct monst *mon) break; } } + if (otyp == ARROW_OF_LIGHT) { + /* override prior wsdam/wldam calculation */ + tmp = d(8, 8) + 24; /* 60 average damage */ + if (Role_if(PM_RANGER) && svq.quest_status.killed_nemesis + && !svc.context.mon_moving) + ; + else + /* without Orion's blessing, they are not as effective */ + tmp /= 2; + } if (Is_weapon) { tmp += otmp->spe; @@ -364,6 +374,12 @@ dmgval(struct obj *otmp, struct monst *mon) * vs incorporeal enemies is the simplest way to do it. */ bonus += 1; } + if (otyp == ARROW_OF_LIGHT && mon_hates_blessings(mon) + /* while it would be more consistent for this to not exclude + * uniques, it would almost certainly trivialize archfiend + * encounters */ + && !unique_corpstat(mon->data)) + bonus *= 2; /* if the weapon is going to get a double damage bonus, adjust this bonus so that effectively it's added after the doubling */ diff --git a/win/share/monsters.txt b/win/share/monsters.txt index 338ec8e62..4d5967ed6 100644 --- a/win/share/monsters.txt +++ b/win/share/monsters.txt @@ -3828,7 +3828,45 @@ Z = (195, 195, 195) .......JAAJA.... ................ } -# tile 198 (lurker above,male) +# tile 198 (giant scorpion, male) +{ + .......JJJJ..... + .....JJJAKKJA... + ....JJA...AJJJ.. + ....DJA.....KKA. + .....DJA....AKJA + ....CA.....JKKJA + .........AJJJJKA + ......KJJKCAJJA. + ....JJACKJJJAA.. + ..JJCKJKAJJAA... + ..HKKJJJAAAJJJA. + ..HKKKJAAJJAAAJ. + ..DKHHJAJAAJJAJ. + .DAAJJJAAJA.JAAJ + .A.DAAAJAAJA.J.. + ...A....J..JA... +} +# tile 199 (giant scorpion, female) +{ + .......JJJJ..... + .....JJJAKKJA... + ....JJA...AJJJ.. + ....DJA.....KKA. + .....DJA....AKJA + ....CA.....JKKJA + .........AJJJJKA + ......KJJKCAJJA. + ....JJACKJJJAA.. + ..JJCKJKAJJAA... + ..HKKJJJAAAJJJA. + ..HKKKJAAJJAAAJ. + ..DKHHJAJAAJJAJ. + .DAAJJJAAJA.JAAJ + .A.DAAAJAAJA.J.. + ...A....J..JA... +} +# tile 200 (lurker above,male) { .AAAAAAAAAAAAAAA ...AAGFAAGFAAA.. @@ -3847,7 +3885,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 199 (lurker above,female) +# tile 201 (lurker above,female) { .AAAAAAAAAAAAAAA ...AAGFAAGFAAA.. @@ -3866,7 +3904,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 200 (trapper,male) +# tile 202 (trapper,male) { ................ ................ @@ -3885,7 +3923,7 @@ Z = (195, 195, 195) ...AAGFAAGFAAA.. .AAAAAAAAAAAAAAA } -# tile 201 (trapper,female) +# tile 203 (trapper,female) { ................ ................ @@ -3904,7 +3942,7 @@ Z = (195, 195, 195) ...AAGFAAGFAAA.. .AAAAAAAAAAAAAAA } -# tile 202 (pony,male) +# tile 204 (pony,male) { ................ ................ @@ -3923,7 +3961,7 @@ Z = (195, 195, 195) .....LA...L..... ................ } -# tile 203 (pony,female) +# tile 205 (pony,female) { ................ ................ @@ -3942,7 +3980,7 @@ Z = (195, 195, 195) .....LA...L..... ................ } -# tile 204 (white unicorn,male) +# tile 206 (white unicorn,male) { ................ ..HP............ @@ -3961,7 +3999,7 @@ Z = (195, 195, 195) .....LA...L..... ................ } -# tile 205 (white unicorn,female) +# tile 207 (white unicorn,female) { ................ ..HP............ @@ -3980,7 +4018,7 @@ Z = (195, 195, 195) .....LA...L..... ................ } -# tile 206 (gray unicorn,male) +# tile 208 (gray unicorn,male) { ................ ..HP............ @@ -3999,7 +4037,7 @@ Z = (195, 195, 195) .....LA...L..... ................ } -# tile 207 (gray unicorn,female) +# tile 209 (gray unicorn,female) { ................ ..HP............ @@ -4018,7 +4056,7 @@ Z = (195, 195, 195) .....LA...L..... ................ } -# tile 208 (black unicorn,male) +# tile 210 (black unicorn,male) { ................ ..HP............ @@ -4037,7 +4075,7 @@ Z = (195, 195, 195) .....LP...L..... ................ } -# tile 209 (black unicorn,female) +# tile 211 (black unicorn,female) { ................ ..HP............ @@ -4056,7 +4094,7 @@ Z = (195, 195, 195) .....LP...L..... ................ } -# tile 210 (horse,male) +# tile 212 (horse,male) { ................ ................ @@ -4075,7 +4113,7 @@ Z = (195, 195, 195) .....LA....L.... ................ } -# tile 211 (horse,female) +# tile 213 (horse,female) { ................ ................ @@ -4094,7 +4132,7 @@ Z = (195, 195, 195) .....LA....L.... ................ } -# tile 212 (warhorse,male) +# tile 214 (warhorse,male) { ................ .....JJJ........ @@ -4113,7 +4151,7 @@ Z = (195, 195, 195) .....LC....LC... ................ } -# tile 213 (warhorse,female) +# tile 215 (warhorse,female) { ................ .....JJJ........ @@ -4132,7 +4170,7 @@ Z = (195, 195, 195) .....LC....LC... ................ } -# tile 214 (fog cloud,male) +# tile 216 (fog cloud,male) { .......P........ ....P..P........ @@ -4151,7 +4189,7 @@ Z = (195, 195, 195) ..P..P.P..P..... ................ } -# tile 215 (fog cloud,female) +# tile 217 (fog cloud,female) { .......P........ ....P..P........ @@ -4170,7 +4208,7 @@ Z = (195, 195, 195) ..P..P.P..P..... ................ } -# tile 216 (dust vortex,male) +# tile 218 (dust vortex,male) { ................ ................ @@ -4189,7 +4227,7 @@ Z = (195, 195, 195) ....KKKK..K..... ................ } -# tile 217 (dust vortex,female) +# tile 219 (dust vortex,female) { ................ ................ @@ -4208,7 +4246,7 @@ Z = (195, 195, 195) ....KKKK..K..... ................ } -# tile 218 (ice vortex,male) +# tile 220 (ice vortex,male) { ................ ................ @@ -4227,7 +4265,7 @@ Z = (195, 195, 195) ....NNNN..N..... ................ } -# tile 219 (ice vortex,female) +# tile 221 (ice vortex,female) { ................ ................ @@ -4246,7 +4284,7 @@ Z = (195, 195, 195) ....NNNN..N..... ................ } -# tile 220 (energy vortex,male) +# tile 222 (energy vortex,male) { ................ ................ @@ -4265,7 +4303,7 @@ Z = (195, 195, 195) ....EEEE..E..... ................ } -# tile 221 (energy vortex,female) +# tile 223 (energy vortex,female) { ................ ................ @@ -4284,7 +4322,7 @@ Z = (195, 195, 195) ....EEEE..E..... ................ } -# tile 222 (steam vortex,male) +# tile 224 (steam vortex,male) { ................ ................ @@ -4303,7 +4341,7 @@ Z = (195, 195, 195) ....PPPP..P..... ................ } -# tile 223 (steam vortex,female) +# tile 225 (steam vortex,female) { ................ ................ @@ -4322,7 +4360,7 @@ Z = (195, 195, 195) ....PPPP..P..... ................ } -# tile 224 (fire vortex,male) +# tile 226 (fire vortex,male) { ................ ................ @@ -4341,7 +4379,7 @@ Z = (195, 195, 195) ....DDDD..D..... ................ } -# tile 225 (fire vortex,female) +# tile 227 (fire vortex,female) { ................ ................ @@ -4360,7 +4398,7 @@ Z = (195, 195, 195) ....DDDD..D..... ................ } -# tile 226 (baby long worm,male) +# tile 228 (baby long worm,male) { ................ ................ @@ -4379,7 +4417,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 227 (baby long worm,female) +# tile 229 (baby long worm,female) { ................ ................ @@ -4398,7 +4436,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 228 (baby purple worm,male) +# tile 230 (baby purple worm,male) { ................ ................ @@ -4417,7 +4455,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 229 (baby purple worm,female) +# tile 231 (baby purple worm,female) { ................ ................ @@ -4436,7 +4474,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 230 (long worm,male) +# tile 232 (long worm,male) { ................ ................ @@ -4455,7 +4493,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 231 (long worm,female) +# tile 233 (long worm,female) { ................ ................ @@ -4474,7 +4512,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 232 (purple worm,male) +# tile 234 (purple worm,male) { ................ ................ @@ -4493,7 +4531,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 233 (purple worm,female) +# tile 235 (purple worm,female) { ................ ................ @@ -4512,7 +4550,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 234 (grid bug,male) +# tile 236 (grid bug,male) { ................ ................ @@ -4531,7 +4569,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 235 (grid bug,female) +# tile 237 (grid bug,female) { ................ ................ @@ -4550,7 +4588,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 236 (xan,male) +# tile 238 (xan,male) { ................ ................ @@ -4569,7 +4607,7 @@ Z = (195, 195, 195) ..G..AAAAAA..... ......AA.AA..... } -# tile 237 (xan,female) +# tile 239 (xan,female) { ................ ................ @@ -4588,7 +4626,7 @@ Z = (195, 195, 195) ..G..AAAAAA..... ......AA.AA..... } -# tile 238 (yellow light,male) +# tile 240 (yellow light,male) { ................ ......NA........ @@ -4607,7 +4645,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 239 (yellow light,female) +# tile 241 (yellow light,female) { ................ ......NA........ @@ -4626,7 +4664,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 240 (black light,male) +# tile 242 (black light,male) { ................ ......AA........ @@ -4645,7 +4683,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 241 (black light,female) +# tile 243 (black light,female) { ................ ......AA........ @@ -4664,7 +4702,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 242 (zruty,male) +# tile 244 (zruty,male) { ................ ......FFGF...... @@ -4683,7 +4721,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 243 (zruty,female) +# tile 245 (zruty,female) { ................ ......FFGF...... @@ -4702,7 +4740,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 244 (couatl,male) +# tile 246 (couatl,male) { ................ ................ @@ -4721,7 +4759,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 245 (couatl,female) +# tile 247 (couatl,female) { ................ ................ @@ -4740,7 +4778,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 246 (Aleax,male) +# tile 248 (Aleax,male) { ................ ......BBBB..I... @@ -4762,7 +4800,7 @@ Z = (195, 195, 195) # Contributing artist: Kestrel Gregorich-Trevor 27-Dec-2020 # Female Aleax wears slightly different clothing. # -# tile 247 (Aleax,female) +# tile 249 (Aleax,female) { ................ ......BBBB..I... @@ -4781,7 +4819,7 @@ Z = (195, 195, 195) ..BF.LLAALLAFB.. ................ } -# tile 248 (Angel,male) +# tile 250 (Angel,male) { ................ ................ @@ -4800,7 +4838,7 @@ Z = (195, 195, 195) ....BNNNNNNP.... ................ } -# tile 249 (Angel,female) +# tile 251 (Angel,female) { ................ ................ @@ -4819,7 +4857,7 @@ Z = (195, 195, 195) ....BNNNNNNP.... ................ } -# tile 250 (ki-rin,male) +# tile 252 (ki-rin,male) { ................ ................ @@ -4838,7 +4876,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 251 (ki-rin,female) +# tile 253 (ki-rin,female) { ................ ................ @@ -4857,7 +4895,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 252 (Archon,male) +# tile 254 (Archon,male) { ................ ......OOOO...... @@ -4880,7 +4918,7 @@ Z = (195, 195, 195) # Female archons are clean-shaven. Although of course not one # hundred percent accurate, it's convenient visual shorthand. # -# tile 253 (Archon,female) +# tile 255 (Archon,female) { ................ ......OOOO...... @@ -4899,7 +4937,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 254 (bat,male) +# tile 256 (bat,male) { ................ ................ @@ -4918,7 +4956,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 255 (bat,female) +# tile 257 (bat,female) { ................ ................ @@ -4937,7 +4975,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 256 (giant bat,male) +# tile 258 (giant bat,male) { ................ ................ @@ -4956,7 +4994,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 257 (giant bat,female) +# tile 259 (giant bat,female) { ................ ................ @@ -4975,7 +5013,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 258 (raven,male) +# tile 260 (raven,male) { ..AAAA...AAA.... .AAAAAA.AAA..... @@ -4994,7 +5032,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 259 (raven,female) +# tile 261 (raven,female) { ..AAAA...AAA.... .AAAAAA.AAA..... @@ -5013,7 +5051,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 260 (vampire bat,male) +# tile 262 (vampire bat,male) { ................ ................ @@ -5032,7 +5070,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 261 (vampire bat,female) +# tile 263 (vampire bat,female) { ................ ................ @@ -5051,7 +5089,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 262 (phoenix,male) +# tile 264 (phoenix,male) { ................ ..............D. @@ -5070,7 +5108,7 @@ Z = (195, 195, 195) .........CDDD..C ........DC.H.I.. } -# tile 263 (phoenix,female) +# tile 265 (phoenix,female) { ................ ..............D. @@ -5089,7 +5127,7 @@ Z = (195, 195, 195) .........CDDD..C ........DC.H.I.. } -# tile 264 (plains centaur,male) +# tile 266 (plains centaur,male) { ................ ...KKA.......... @@ -5112,7 +5150,7 @@ Z = (195, 195, 195) # Centaur tiles have no differentiation because the different types of # centaurs are already extremely difficult to tell apart from one another. # -# tile 265 (plains centaur,female) +# tile 267 (plains centaur,female) { ................ ...KKA.......... @@ -5131,7 +5169,7 @@ Z = (195, 195, 195) ....CA...C...... ................ } -# tile 266 (forest centaur,male) +# tile 268 (forest centaur,male) { ................ ................ @@ -5150,7 +5188,7 @@ Z = (195, 195, 195) ....CA...C...... ................ } -# tile 267 (forest centaur,female) +# tile 269 (forest centaur,female) { ................ ................ @@ -5169,7 +5207,7 @@ Z = (195, 195, 195) ....CA...C...... ................ } -# tile 268 (mountain centaur,male) +# tile 270 (mountain centaur,male) { ................ ................ @@ -5188,7 +5226,7 @@ Z = (195, 195, 195) ....CA...C...... ................ } -# tile 269 (mountain centaur,female) +# tile 271 (mountain centaur,female) { ................ ................ @@ -5207,7 +5245,7 @@ Z = (195, 195, 195) ....CA...C...... ................ } -# tile 270 (baby gray dragon,male) +# tile 272 (baby gray dragon,male) { ................ ................ @@ -5226,7 +5264,7 @@ Z = (195, 195, 195) .....BPAA..PPAA. ...........PAA.. } -# tile 271 (baby gray dragon,female) +# tile 273 (baby gray dragon,female) { ................ ................ @@ -5245,7 +5283,7 @@ Z = (195, 195, 195) .....BPAA..PPAA. ...........PAA.. } -# tile 272 (baby gold dragon,male) +# tile 274 (baby gold dragon,male) { ................ ................ @@ -5264,7 +5302,7 @@ Z = (195, 195, 195) .....PHAA..DDAA. ...........DAA.. } -# tile 273 (baby gold dragon,female) +# tile 275 (baby gold dragon,female) { ................ ................ @@ -5283,7 +5321,7 @@ Z = (195, 195, 195) .....PHAA..DDAA. ...........DAA.. } -# tile 274 (baby silver dragon,male) +# tile 276 (baby silver dragon,male) { ................ ................ @@ -5302,7 +5340,7 @@ Z = (195, 195, 195) .....PBAA..BBAA. ...........BAA.. } -# tile 275 (baby silver dragon,female) +# tile 277 (baby silver dragon,female) { ................ ................ @@ -5321,7 +5359,7 @@ Z = (195, 195, 195) .....PBAA..BBAA. ...........BAA.. } -# tile 276 (baby shimmering dragon,male) +# tile 278 (baby shimmering dragon,male) { .I.............. ...BBBBBBB.I.... @@ -5340,7 +5378,7 @@ Z = (195, 195, 195) B....BPAA..PPAAB .B.........PAAB. } -# tile 277 (baby shimmering dragon,female) +# tile 279 (baby shimmering dragon,female) { .I.............. ...BBBBBBB.I.... @@ -5359,7 +5397,7 @@ Z = (195, 195, 195) B....BPAA..PPAAB .B.........PAAB. } -# tile 278 (baby red dragon,male) +# tile 280 (baby red dragon,male) { ................ ................ @@ -5378,7 +5416,7 @@ Z = (195, 195, 195) .....IDAA..DDAA. ...........DAA.. } -# tile 279 (baby red dragon,female) +# tile 281 (baby red dragon,female) { ................ ................ @@ -5397,7 +5435,7 @@ Z = (195, 195, 195) .....IDAA..DDAA. ...........DAA.. } -# tile 280 (baby white dragon,male) +# tile 282 (baby white dragon,male) { ................ ................ @@ -5416,7 +5454,7 @@ Z = (195, 195, 195) .....NOAA..OOAA. ...........OAA.. } -# tile 281 (baby white dragon,female) +# tile 283 (baby white dragon,female) { ................ ................ @@ -5435,7 +5473,7 @@ Z = (195, 195, 195) .....NOAA..OOAA. ...........OAA.. } -# tile 282 (baby orange dragon,male) +# tile 284 (baby orange dragon,male) { ................ ................ @@ -5454,7 +5492,7 @@ Z = (195, 195, 195) .....LCAA..CCAA. ...........CAA.. } -# tile 283 (baby orange dragon,female) +# tile 285 (baby orange dragon,female) { ................ ................ @@ -5473,7 +5511,7 @@ Z = (195, 195, 195) .....LCAA..CCAA. ...........CAA.. } -# tile 284 (baby black dragon,male) +# tile 286 (baby black dragon,male) { ................ ................ @@ -5492,7 +5530,7 @@ Z = (195, 195, 195) .....AAP...AAPP. ...........APP.. } -# tile 285 (baby black dragon,female) +# tile 287 (baby black dragon,female) { ................ ................ @@ -5511,7 +5549,7 @@ Z = (195, 195, 195) .....AAP...AAPP. ...........APP.. } -# tile 286 (baby blue dragon,male) +# tile 288 (baby blue dragon,male) { ................ ................ @@ -5530,7 +5568,7 @@ Z = (195, 195, 195) .....BEAA..EEAA. ...........EAA.. } -# tile 287 (baby blue dragon,female) +# tile 289 (baby blue dragon,female) { ................ ................ @@ -5549,7 +5587,7 @@ Z = (195, 195, 195) .....BEAA..EEAA. ...........EAA.. } -# tile 288 (baby green dragon,male) +# tile 290 (baby green dragon,male) { ................ ................ @@ -5568,7 +5606,7 @@ Z = (195, 195, 195) .....GFAA..FFAA. ...........FAA.. } -# tile 289 (baby green dragon,female) +# tile 291 (baby green dragon,female) { ................ ................ @@ -5587,7 +5625,7 @@ Z = (195, 195, 195) .....GFAA..FFAA. ...........FAA.. } -# tile 290 (baby yellow dragon,male) +# tile 292 (baby yellow dragon,male) { ................ ................ @@ -5606,7 +5644,7 @@ Z = (195, 195, 195) .....NHAA..HHAA. ...........HAA.. } -# tile 291 (baby yellow dragon,female) +# tile 293 (baby yellow dragon,female) { ................ ................ @@ -5625,7 +5663,7 @@ Z = (195, 195, 195) .....NHAA..HHAA. ...........HAA.. } -# tile 292 (gray dragon,male) +# tile 294 (gray dragon,male) { ......BBBPA..... .....NPNPPPA.... @@ -5644,7 +5682,7 @@ Z = (195, 195, 195) ....BPAA...PP.A. ........PPPP.A.. } -# tile 293 (gray dragon,female) +# tile 295 (gray dragon,female) { ......BBBPA..... .....NPNPPPA.... @@ -5663,7 +5701,7 @@ Z = (195, 195, 195) ....BPAA...PP.A. ........PPPP.A.. } -# tile 294 (gold dragon,male) +# tile 296 (gold dragon,male) { ......HHHDA..... .....OHOHHDA.... @@ -5682,7 +5720,7 @@ Z = (195, 195, 195) ....PDAA...HD.A. ........DDHD.A.. } -# tile 295 (gold dragon,female) +# tile 297 (gold dragon,female) { ......HHHDA..... .....OHOHHDA.... @@ -5701,7 +5739,7 @@ Z = (195, 195, 195) ....PDAA...HD.A. ........DDHD.A.. } -# tile 296 (silver dragon,male) +# tile 298 (silver dragon,male) { ......PPPBA..... .....OBOBBBA.... @@ -5720,7 +5758,7 @@ Z = (195, 195, 195) ....PBAA...BB.A. ........BBBB.A.. } -# tile 297 (silver dragon,female) +# tile 299 (silver dragon,female) { ......PPPBA..... .....OBOBBBA.... @@ -5739,7 +5777,7 @@ Z = (195, 195, 195) ....PBAA...BB.A. ........BBBB.A.. } -# tile 298 (shimmering dragon,male) +# tile 300 (shimmering dragon,male) { .I.BF.BBBPAFB... ..BF.NPNPPPAFB.I @@ -5758,7 +5796,7 @@ Z = (195, 195, 195) ....BPAA...PP.AB ........PPPP.AB. } -# tile 299 (shimmering dragon,female) +# tile 301 (shimmering dragon,female) { .I.BF.BBBPAFB... ..BF.NPNPPPAFB.I @@ -5777,7 +5815,7 @@ Z = (195, 195, 195) ....BPAA...PP.AB ........PPPP.AB. } -# tile 300 (red dragon,male) +# tile 302 (red dragon,male) { ......IIIDA..... .....NDNDDDA.... @@ -5796,7 +5834,7 @@ Z = (195, 195, 195) ....IDAAJJJDDJA. ........DDDDJA.. } -# tile 301 (red dragon,female) +# tile 303 (red dragon,female) { ......IIIDA..... .....NDNDDDA.... @@ -5815,7 +5853,7 @@ Z = (195, 195, 195) ....IDAAJJJDDJA. ........DDDDJA.. } -# tile 302 (white dragon,male) +# tile 304 (white dragon,male) { ......NNNOA..... .....IOIOOOA.... @@ -5834,7 +5872,7 @@ Z = (195, 195, 195) ....NOAA...OOJA. ........OOOOJA.. } -# tile 303 (white dragon,female) +# tile 305 (white dragon,female) { ......NNNOA..... .....IOIOOOA.... @@ -5853,7 +5891,7 @@ Z = (195, 195, 195) ....NOAA...OOJA. ........OOOOJA.. } -# tile 304 (orange dragon,male) +# tile 306 (orange dragon,male) { ......LLLCA..... .....NCNCCCA.... @@ -5872,7 +5910,7 @@ Z = (195, 195, 195) ....LCAA.KKCCJA. ........CCCCJA.. } -# tile 305 (orange dragon,female) +# tile 307 (orange dragon,female) { ......LLLCA..... .....NCNCCCA.... @@ -5891,7 +5929,7 @@ Z = (195, 195, 195) ....LCAA.KKCCJA. ........CCCCJA.. } -# tile 306 (black dragon,male) +# tile 308 (black dragon,male) { ......AAAA...... .....NANAAA..... @@ -5910,7 +5948,7 @@ Z = (195, 195, 195) ....AAPP...AAAP. ........AAAAA... } -# tile 307 (black dragon,female) +# tile 309 (black dragon,female) { ......AAAA...... .....NANAAA..... @@ -5929,7 +5967,7 @@ Z = (195, 195, 195) ....AAPP...AAAP. ........AAAAA... } -# tile 308 (blue dragon,male) +# tile 310 (blue dragon,male) { ......BBBEA..... .....NENEEEA.... @@ -5948,7 +5986,7 @@ Z = (195, 195, 195) ....BEAA...EEJA. ...P....EEEEJA.. } -# tile 309 (blue dragon,female) +# tile 311 (blue dragon,female) { ......BBBEA..... .....NENEEEA.... @@ -5967,7 +6005,7 @@ Z = (195, 195, 195) ....BEAA...EEJA. ...P....EEEEJA.. } -# tile 310 (green dragon,male) +# tile 312 (green dragon,male) { ......GGGFA..... .....NFNFFFA.... @@ -5986,7 +6024,7 @@ Z = (195, 195, 195) ....GFAA...FFJA. ........FFFFJA.. } -# tile 311 (green dragon,female) +# tile 313 (green dragon,female) { ......GGGFA..... .....NFNFFFA.... @@ -6005,7 +6043,7 @@ Z = (195, 195, 195) ....GFAA...FFJA. ........FFFFJA.. } -# tile 312 (yellow dragon,male) +# tile 314 (yellow dragon,male) { ......NNNHA..... .....DHDHHHA.... @@ -6024,7 +6062,7 @@ Z = (195, 195, 195) ....NHAAJJJHHJA. ........HHHHJA.. } -# tile 313 (yellow dragon,female) +# tile 315 (yellow dragon,female) { ......NNNHA..... .....DHDHHHA.... @@ -6043,7 +6081,7 @@ Z = (195, 195, 195) ....NHAAJJJHHJA. ........HHHHJA.. } -# tile 314 (stalker,male) +# tile 316 (stalker,male) { ................ .......PPP...... @@ -6062,7 +6100,7 @@ Z = (195, 195, 195) .....PP..PP..... ................ } -# tile 315 (stalker,female) +# tile 317 (stalker,female) { ................ .......PPP...... @@ -6081,7 +6119,7 @@ Z = (195, 195, 195) .....PP..PP..... ................ } -# tile 316 (air elemental,male) +# tile 318 (air elemental,male) { ................ ...P.PPP..P..... @@ -6100,7 +6138,7 @@ Z = (195, 195, 195) ...PP.APPPA..... ................ } -# tile 317 (air elemental,female) +# tile 319 (air elemental,female) { ................ ...P.PPP..P..... @@ -6119,7 +6157,7 @@ Z = (195, 195, 195) ...PP.APPPA..... ................ } -# tile 318 (fire elemental,male) +# tile 320 (fire elemental,male) { ................ .H..LDDD........ @@ -6138,7 +6176,7 @@ Z = (195, 195, 195) ..LDDCADDDA..... ................ } -# tile 319 (fire elemental,female) +# tile 321 (fire elemental,female) { ................ .H..LDDD........ @@ -6157,7 +6195,7 @@ Z = (195, 195, 195) ..LDDCADDDA..... ................ } -# tile 320 (earth elemental,male) +# tile 322 (earth elemental,male) { ..F............. ....CKKK..F..... @@ -6176,7 +6214,7 @@ Z = (195, 195, 195) ..CKKJAKKKA..... ................ } -# tile 321 (earth elemental,female) +# tile 323 (earth elemental,female) { ..F............. ....CKKK..F..... @@ -6195,7 +6233,7 @@ Z = (195, 195, 195) ..CKKJAKKKA..... ................ } -# tile 322 (water elemental,male) +# tile 324 (water elemental,male) { ................ ....PBBB..E..... @@ -6214,7 +6252,7 @@ Z = (195, 195, 195) ..PBBEABBBA..... ................ } -# tile 323 (water elemental,female) +# tile 325 (water elemental,female) { ................ ....PBBB..E..... @@ -6233,7 +6271,7 @@ Z = (195, 195, 195) ..PBBEABBBA..... ................ } -# tile 324 (lichen,male) +# tile 326 (lichen,male) { ................ ................ @@ -6252,7 +6290,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 325 (lichen,female) +# tile 327 (lichen,female) { ................ ................ @@ -6271,7 +6309,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 326 (brown mold,male) +# tile 328 (brown mold,male) { ................ ................ @@ -6290,7 +6328,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 327 (brown mold,female) +# tile 329 (brown mold,female) { ................ ................ @@ -6309,7 +6347,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 328 (yellow mold,male) +# tile 330 (yellow mold,male) { ................ ................ @@ -6328,7 +6366,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 329 (yellow mold,female) +# tile 331 (yellow mold,female) { ................ ................ @@ -6347,7 +6385,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 330 (green mold,male) +# tile 332 (green mold,male) { ................ ................ @@ -6366,7 +6404,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 331 (green mold,female) +# tile 333 (green mold,female) { ................ ................ @@ -6385,7 +6423,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 332 (red mold,male) +# tile 334 (red mold,male) { ................ ................ @@ -6404,7 +6442,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 333 (red mold,female) +# tile 335 (red mold,female) { ................ ................ @@ -6423,7 +6461,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 334 (shrieker,male) +# tile 336 (shrieker,male) { ................ ................ @@ -6442,7 +6480,7 @@ Z = (195, 195, 195) ...AAAAAAAAAA... ................ } -# tile 335 (shrieker,female) +# tile 337 (shrieker,female) { ................ ................ @@ -6461,7 +6499,7 @@ Z = (195, 195, 195) ...AAAAAAAAAA... ................ } -# tile 336 (violet fungus,male) +# tile 338 (violet fungus,male) { ................ ................ @@ -6480,7 +6518,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 337 (violet fungus,female) +# tile 339 (violet fungus,female) { ................ ................ @@ -6499,7 +6537,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 338 (black mold,male) +# tile 340 (black mold,male) { ................ ................ @@ -6518,7 +6556,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 339 (black mold,female) +# tile 341 (black mold,female) { ................ ................ @@ -6537,7 +6575,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 340 (gnome,male) +# tile 342 (gnome,male) { ................ ................ @@ -6560,7 +6598,7 @@ Z = (195, 195, 195) # Female gnomes are clean-shaven. Although of course not one # hundred percent accurate, it's convenient visual shorthand. # -# tile 341 (gnome,female) +# tile 343 (gnome,female) { ................ ................ @@ -6579,7 +6617,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 342 (gnome leader,male) +# tile 344 (gnome leader,male) { ................ ................ @@ -6602,7 +6640,7 @@ Z = (195, 195, 195) # Female gnome leaders are clean-shaven. Although of course not one # hundred percent accurate, it's convenient visual shorthand. # -# tile 343 (gnome leader,female) +# tile 345 (gnome leader,female) { ................ ................ @@ -6621,7 +6659,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 344 (gnomish wizard,male) +# tile 346 (gnomish wizard,male) { ................ ................ @@ -6640,7 +6678,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 345 (gnomish wizard,female) +# tile 347 (gnomish wizard,female) { ................ ................ @@ -6659,7 +6697,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 346 (gnome ruler,male) +# tile 348 (gnome ruler,male) { ................ ................ @@ -6682,7 +6720,7 @@ Z = (195, 195, 195) # Female gnome rulers are clean-shaven. Although of course not one # hundred percent accurate, it's convenient visual shorthand. # -# tile 347 (gnome ruler,female) +# tile 349 (gnome ruler,female) { ................ ................ @@ -6701,7 +6739,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 348 (giant,male) +# tile 350 (giant,male) { ......JJJJAA.... ....JJJJJJJJA... @@ -6720,7 +6758,7 @@ Z = (195, 195, 195) .....CLJACLJAAAA ...LLLLJ.CLLLKAA } -# tile 349 (giant,female) +# tile 351 (giant,female) { ......JJJJAA.... ....JJJJJJJJA... @@ -6739,7 +6777,7 @@ Z = (195, 195, 195) .....CLJACLJAAAA ...LLLLJ.CLLLKAA } -# tile 350 (hill giant,male) +# tile 352 (hill giant,male) { ......JJJJAA.... ....JJJJJJJJA... @@ -6758,7 +6796,7 @@ Z = (195, 195, 195) .....CLJACLJAAAA ...LLLLJ.LLLLKAA } -# tile 351 (hill giant,female) +# tile 353 (hill giant,female) { ......JJJJAA.... ....JJJJJJJJA... @@ -6777,7 +6815,7 @@ Z = (195, 195, 195) .....CLJACLJAAAA ...LLLLJ.LLLLKAA } -# tile 352 (stone giant,male) +# tile 354 (stone giant,male) { ......JJJJAA.... ....JJJJJJJJA... @@ -6796,7 +6834,7 @@ Z = (195, 195, 195) .....ALJACLJAAAA ...LLLLJ.CLLLKAA } -# tile 353 (stone giant,female) +# tile 355 (stone giant,female) { ......JJJJAA.... ....JJJJJJJJA... @@ -6815,7 +6853,7 @@ Z = (195, 195, 195) .....ALJACLJAAAA ...LLLLJ.CLLLKAA } -# tile 354 (fire giant,male) +# tile 356 (fire giant,male) { ....PPDDDDAA.... ....PDDDDDDDA... @@ -6834,7 +6872,7 @@ Z = (195, 195, 195) .....CLJACLJAAAA ...LLLLJ.LLLLKAA } -# tile 355 (fire giant,female) +# tile 357 (fire giant,female) { ....PPDDDDAA.... ....PDDDDDDDA... @@ -6853,7 +6891,7 @@ Z = (195, 195, 195) .....CLJACLJAAAA ...LLLLJ.LLLLKAA } -# tile 356 (frost giant,male) +# tile 358 (frost giant,male) { .....KJJJJAA.... ....KJJJJJJJA... @@ -6876,7 +6914,7 @@ Z = (195, 195, 195) # Female frost giants are clean-shaven. Although of course not one # hundred percent accurate, it's convenient visual shorthand. # -# tile 357 (frost giant,female) +# tile 359 (frost giant,female) { .....KJJJJAA.... ....KJJJJJJJA... @@ -6895,7 +6933,7 @@ Z = (195, 195, 195) .....CLJACLJAAAA ...LLLLJ.CLLLKAA } -# tile 358 (ettin,male) +# tile 360 (ettin,male) { ....NN..ONOP.... ..NNOOPNNOOPP... @@ -6914,7 +6952,7 @@ Z = (195, 195, 195) .....BPAABPAAAAA ...PPPPA.BPPPFAA } -# tile 359 (ettin,female) +# tile 361 (ettin,female) { ....NN..ONOP.... ..NNOOPNNOOPP... @@ -6933,7 +6971,7 @@ Z = (195, 195, 195) .....BPAABPAAAAA ...PPPPA.BPPPFAA } -# tile 360 (storm giant,male) +# tile 362 (storm giant,male) { ......JJJJAA.... ....JJJJJJJJA... @@ -6952,7 +6990,7 @@ Z = (195, 195, 195) .....CLJACCJAAAA ...LLLLJ.LLLLKAA } -# tile 361 (storm giant,female) +# tile 363 (storm giant,female) { ......JJJJAA.... ....JJJJJJJJA... @@ -6971,7 +7009,7 @@ Z = (195, 195, 195) .....CLJACCJAAAA ...LLLLJ.LLLLKAA } -# tile 362 (titan,male) +# tile 364 (titan,male) { .....AAAAAAA.... ....AALLLLAAA... @@ -6990,7 +7028,7 @@ Z = (195, 195, 195) .....CLJACLJAAAA ...LLLLJ.CLLLKAA } -# tile 363 (titan,female) +# tile 365 (titan,female) { .....AAAAAAA.... ....AALLLLAAA... @@ -7009,7 +7047,7 @@ Z = (195, 195, 195) .....CLJACLJAAAA ...LLLLJ.CLLLKAA } -# tile 364 (minotaur,male) +# tile 366 (minotaur,male) { ................ .O..........O... @@ -7031,7 +7069,7 @@ Z = (195, 195, 195) # Contributing artist: Kestrel Gregorich-Trevor 27-Dec-2020 # Female minotaurs wear slightly different clothing. # -# tile 365 (minotaur,female) +# tile 367 (minotaur,female) { ................ .O..........O... @@ -7050,7 +7088,7 @@ Z = (195, 195, 195) ....CLCACLCAAAAA ..LLLLL.LLLLLAA. } -# tile 366 (jabberwock,male) +# tile 368 (jabberwock,male) { ................ ...DP........... @@ -7069,7 +7107,7 @@ Z = (195, 195, 195) ...IDAA..ID..... ................ } -# tile 367 (jabberwock,female) +# tile 369 (jabberwock,female) { ................ ...DP........... @@ -7088,7 +7126,7 @@ Z = (195, 195, 195) ...IDAA..ID..... ................ } -# tile 368 (vorpal jabberwock,male) +# tile 370 (vorpal jabberwock,male) { ................ ...GP........... @@ -7107,7 +7145,7 @@ Z = (195, 195, 195) ...FGAA..FG..... ................ } -# tile 369 (vorpal jabberwock,female) +# tile 371 (vorpal jabberwock,female) { ................ ...GP........... @@ -7126,7 +7164,7 @@ Z = (195, 195, 195) ...FGAA..FG..... ................ } -# tile 370 (Keystone Kop,male) +# tile 372 (Keystone Kop,male) { ................ ....AA.......... @@ -7145,7 +7183,7 @@ Z = (195, 195, 195) ..AA....AA...... ................ } -# tile 371 (Keystone Kop,female) +# tile 373 (Keystone Kop,female) { ................ ....AA.......... @@ -7164,7 +7202,7 @@ Z = (195, 195, 195) ..AA....AA...... ................ } -# tile 372 (Kop Sergeant,male) +# tile 374 (Kop Sergeant,male) { ................ ....AA.......... @@ -7183,7 +7221,7 @@ Z = (195, 195, 195) ..AA....AA...... ................ } -# tile 373 (Kop Sergeant,female) +# tile 375 (Kop Sergeant,female) { ................ ....AA.......... @@ -7202,7 +7240,7 @@ Z = (195, 195, 195) ..AA....AA...... ................ } -# tile 374 (Kop Lieutenant,male) +# tile 376 (Kop Lieutenant,male) { ................ ....AA.......... @@ -7221,7 +7259,7 @@ Z = (195, 195, 195) ..AA....AA...... ................ } -# tile 375 (Kop Lieutenant,female) +# tile 377 (Kop Lieutenant,female) { ................ ....AA.......... @@ -7240,7 +7278,7 @@ Z = (195, 195, 195) ..AA....AA...... ................ } -# tile 376 (Kop Kaptain,male) +# tile 378 (Kop Kaptain,male) { ................ ....AA....C..... @@ -7259,7 +7297,7 @@ Z = (195, 195, 195) ..AA....AA...... ................ } -# tile 377 (Kop Kaptain,female) +# tile 379 (Kop Kaptain,female) { ................ ....AA....C..... @@ -7278,7 +7316,7 @@ Z = (195, 195, 195) ..AA....AA...... ................ } -# tile 378 (lich,male) +# tile 380 (lich,male) { ................ ................ @@ -7297,7 +7335,7 @@ Z = (195, 195, 195) ......OOO....... ................ } -# tile 379 (lich,female) +# tile 381 (lich,female) { ................ ................ @@ -7316,7 +7354,7 @@ Z = (195, 195, 195) ......OOO....... ................ } -# tile 380 (demilich,male) +# tile 382 (demilich,male) { ................ ................ @@ -7335,7 +7373,7 @@ Z = (195, 195, 195) ......LLL....... ................ } -# tile 381 (demilich,female) +# tile 383 (demilich,female) { ................ ................ @@ -7354,7 +7392,7 @@ Z = (195, 195, 195) ......LLL....... ................ } -# tile 382 (master lich,male) +# tile 384 (master lich,male) { ...H............ ...HCH.H........ @@ -7373,7 +7411,7 @@ Z = (195, 195, 195) ......OOO....... ................ } -# tile 383 (master lich,female) +# tile 385 (master lich,female) { ...H............ ...HCH.H........ @@ -7392,7 +7430,7 @@ Z = (195, 195, 195) ......OOO....... ................ } -# tile 384 (arch-lich,male) +# tile 386 (arch-lich,male) { ................ ................ @@ -7411,7 +7449,7 @@ Z = (195, 195, 195) ......OOO....... ................ } -# tile 385 (arch-lich,female) +# tile 387 (arch-lich,female) { ................ ................ @@ -7430,7 +7468,7 @@ Z = (195, 195, 195) ......OOO....... ................ } -# tile 386 (kobold mummy,male) +# tile 388 (kobold mummy,male) { ................ ................ @@ -7449,7 +7487,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 387 (kobold mummy,female) +# tile 389 (kobold mummy,female) { ................ ................ @@ -7468,7 +7506,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 388 (gnome mummy,male) +# tile 390 (gnome mummy,male) { ................ ................ @@ -7491,7 +7529,7 @@ Z = (195, 195, 195) # Female gnome mummies are clean-shaven. Although of course not one # hundred percent accurate, it's convenient visual shorthand. # -# tile 389 (gnome mummy,female) +# tile 391 (gnome mummy,female) { ................ ................ @@ -7510,7 +7548,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 390 (orc mummy,male) +# tile 392 (orc mummy,male) { ................ ................ @@ -7529,7 +7567,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 391 (orc mummy,female) +# tile 393 (orc mummy,female) { ................ ................ @@ -7548,7 +7586,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 392 (dwarf mummy,male) +# tile 394 (dwarf mummy,male) { ................ ................ @@ -7567,7 +7605,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 393 (dwarf mummy,female) +# tile 395 (dwarf mummy,female) { ................ ................ @@ -7586,7 +7624,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 394 (elf mummy,male) +# tile 396 (elf mummy,male) { ................ ................ @@ -7605,7 +7643,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 395 (elf mummy,female) +# tile 397 (elf mummy,female) { ................ ................ @@ -7624,7 +7662,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 396 (human mummy,male) +# tile 398 (human mummy,male) { ................ ................ @@ -7643,7 +7681,7 @@ Z = (195, 195, 195) ..NNN.NNNA...... ................ } -# tile 397 (human mummy,female) +# tile 399 (human mummy,female) { ................ ................ @@ -7662,7 +7700,7 @@ Z = (195, 195, 195) ..NNN.NNNA...... ................ } -# tile 398 (ettin mummy,male) +# tile 400 (ettin mummy,male) { .....NN..ONOO... ...NNOOONNOOOO.. @@ -7681,7 +7719,7 @@ Z = (195, 195, 195) .....NOOANOOAAAA ...OOOOO.OOOOKAA } -# tile 399 (ettin mummy,female) +# tile 401 (ettin mummy,female) { .....NN..ONOO... ...NNOOONNOOOO.. @@ -7700,7 +7738,7 @@ Z = (195, 195, 195) .....NOOANOOAAAA ...OOOOO.OOOOKAA } -# tile 400 (giant mummy,male) +# tile 402 (giant mummy,male) { ......ONOOAA.... ....ONNNOOOOA... @@ -7719,7 +7757,7 @@ Z = (195, 195, 195) .....NOOANOOAAAA ...OOOOO.OOOOKAA } -# tile 401 (giant mummy,female) +# tile 403 (giant mummy,female) { ......ONOOAA.... ....ONNNOOOOA... @@ -7738,7 +7776,7 @@ Z = (195, 195, 195) .....NOOANOOAAAA ...OOOOO.OOOOKAA } -# tile 402 (red naga hatchling,male) +# tile 404 (red naga hatchling,male) { ................ ................ @@ -7757,7 +7795,7 @@ Z = (195, 195, 195) ....IIDDDDDA.... ................ } -# tile 403 (red naga hatchling,female) +# tile 405 (red naga hatchling,female) { ................ ................ @@ -7776,7 +7814,7 @@ Z = (195, 195, 195) ....IIDDDDDA.... ................ } -# tile 404 (black naga hatchling,male) +# tile 406 (black naga hatchling,male) { ................ ................ @@ -7795,7 +7833,7 @@ Z = (195, 195, 195) ....AAAAAAAA.... ................ } -# tile 405 (black naga hatchling,female) +# tile 407 (black naga hatchling,female) { ................ ................ @@ -7814,7 +7852,7 @@ Z = (195, 195, 195) ....AAAAAAAA.... ................ } -# tile 406 (golden naga hatchling,male) +# tile 408 (golden naga hatchling,male) { ................ ................ @@ -7833,7 +7871,7 @@ Z = (195, 195, 195) ....NNHHHHHA.... ................ } -# tile 407 (golden naga hatchling,female) +# tile 409 (golden naga hatchling,female) { ................ ................ @@ -7852,7 +7890,7 @@ Z = (195, 195, 195) ....NNHHHHHA.... ................ } -# tile 408 (guardian naga hatchling,male) +# tile 410 (guardian naga hatchling,male) { ................ ................ @@ -7871,7 +7909,7 @@ Z = (195, 195, 195) ....GGFFFFFA.... ................ } -# tile 409 (guardian naga hatchling,female) +# tile 411 (guardian naga hatchling,female) { ................ ................ @@ -7890,7 +7928,7 @@ Z = (195, 195, 195) ....GGFFFFFA.... ................ } -# tile 410 (red naga,male) +# tile 412 (red naga,male) { ................ ....KK.......... @@ -7909,7 +7947,7 @@ Z = (195, 195, 195) .....DDAA..DDA.. ..........DA.... } -# tile 411 (red naga,female) +# tile 413 (red naga,female) { ................ ....KK.......... @@ -7928,7 +7966,7 @@ Z = (195, 195, 195) .....DDAA..DDA.. ..........DA.... } -# tile 412 (black naga,male) +# tile 414 (black naga,male) { ................ ....KK.......... @@ -7947,7 +7985,7 @@ Z = (195, 195, 195) .....AAPP..AAP.. ..........AP.... } -# tile 413 (black naga,female) +# tile 415 (black naga,female) { ................ ....KK.......... @@ -7966,7 +8004,7 @@ Z = (195, 195, 195) .....AAPP..AAP.. ..........AP.... } -# tile 414 (golden naga,male) +# tile 416 (golden naga,male) { ................ ....KK.......... @@ -7985,7 +8023,7 @@ Z = (195, 195, 195) .....HHAA..HHA.. ..........HA.... } -# tile 415 (golden naga,female) +# tile 417 (golden naga,female) { ................ ....KK.......... @@ -8004,7 +8042,7 @@ Z = (195, 195, 195) .....HHAA..HHA.. ..........HA.... } -# tile 416 (guardian naga,male) +# tile 418 (guardian naga,male) { ................ ....KK.......... @@ -8023,7 +8061,7 @@ Z = (195, 195, 195) .....FFAA..FFA.. ..........FA.... } -# tile 417 (guardian naga,female) +# tile 419 (guardian naga,female) { ................ ....KK.......... @@ -8042,7 +8080,7 @@ Z = (195, 195, 195) .....FFAA..FFA.. ..........FA.... } -# tile 418 (ogre,male) +# tile 420 (ogre,male) { ................ ................ @@ -8061,7 +8099,7 @@ Z = (195, 195, 195) ....CJJJCLAAAAAA ..LLLLL.LLLLLAA. } -# tile 419 (ogre,female) +# tile 421 (ogre,female) { ................ ................ @@ -8080,7 +8118,7 @@ Z = (195, 195, 195) ....CJJJCLAAAAAA ..LLLLL.LLLLLAA. } -# tile 420 (ogre leader,male) +# tile 422 (ogre leader,male) { ................ ................ @@ -8099,7 +8137,7 @@ Z = (195, 195, 195) ....CJJJCLAAAAAA ..LLLLL.LLLLLAA. } -# tile 421 (ogre leader,female) +# tile 423 (ogre leader,female) { ................ ................ @@ -8118,7 +8156,7 @@ Z = (195, 195, 195) ....CJJJCLAAAAAA ..LLLLL.LLLLLAA. } -# tile 422 (ogre tyrant,male) +# tile 424 (ogre tyrant,male) { ...H..C..H...... ...HDCHCDH...... @@ -8140,7 +8178,7 @@ Z = (195, 195, 195) # Contributing artist: Kestrel Gregorich-Trevor 27-Dec-2020 # Female ogre tyrants have slightly different crowns. # -# tile 423 (ogre tyrant,female) +# tile 425 (ogre tyrant,female) { ...HH.C.HH...... ...HDCHCDH...... @@ -8159,7 +8197,7 @@ Z = (195, 195, 195) ....CJJJCLAAAAAA ..LLLLL.LLLLLAA. } -# tile 424 (gray ooze,male) +# tile 426 (gray ooze,male) { ................ ................ @@ -8178,7 +8216,7 @@ Z = (195, 195, 195) .........KCCCJ.. ................ } -# tile 425 (gray ooze,female) +# tile 427 (gray ooze,female) { ................ ................ @@ -8197,7 +8235,7 @@ Z = (195, 195, 195) .........KCCCJ.. ................ } -# tile 426 (brown pudding,male) +# tile 428 (brown pudding,male) { ................ ................ @@ -8216,7 +8254,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 427 (brown pudding,female) +# tile 429 (brown pudding,female) { ................ ................ @@ -8235,7 +8273,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 428 (green slime,male) +# tile 430 (green slime,male) { ................ ................ @@ -8254,7 +8292,7 @@ Z = (195, 195, 195) NGGFGGF..GF..... ..GGF..GGF..G... } -# tile 429 (green slime,female) +# tile 431 (green slime,female) { ................ ................ @@ -8273,7 +8311,7 @@ Z = (195, 195, 195) NGGFGGF..GF..... ..GGF..GGF..G... } -# tile 430 (black pudding,male) +# tile 432 (black pudding,male) { ........A....... ........AA...... @@ -8292,7 +8330,7 @@ Z = (195, 195, 195) ........AAAAAAAA ..........AAAA.. } -# tile 431 (black pudding,female) +# tile 433 (black pudding,female) { ........A....... ........AA...... @@ -8311,7 +8349,7 @@ Z = (195, 195, 195) ........AAAAAAAA ..........AAAA.. } -# tile 432 (elf,male) +# tile 434 (elf,male) { ................ .........G...... @@ -8330,7 +8368,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 433 (elf,female) +# tile 435 (elf,female) { ................ .........G...... @@ -8349,7 +8387,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 434 (Woodland-elf,male) +# tile 436 (Woodland-elf,male) { ................ ................ @@ -8368,7 +8406,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 435 (Woodland-elf,female) +# tile 437 (Woodland-elf,female) { ................ ................ @@ -8387,7 +8425,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 436 (Green-elf,male) +# tile 438 (Green-elf,male) { ................ ................ @@ -8406,7 +8444,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 437 (Green-elf,female) +# tile 439 (Green-elf,female) { ................ ................ @@ -8425,7 +8463,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 438 (Grey-elf,male) +# tile 440 (Grey-elf,male) { ................ ................ @@ -8444,7 +8482,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 439 (Grey-elf,female) +# tile 441 (Grey-elf,female) { ................ ................ @@ -8463,7 +8501,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 440 (elf-noble,male) +# tile 442 (elf-noble,male) { ................ ................ @@ -8482,7 +8520,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 441 (elf-noble,female) +# tile 443 (elf-noble,female) { ................ ................ @@ -8501,7 +8539,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 442 (elven monarch,male) +# tile 444 (elven monarch,male) { ................ ................ @@ -8523,7 +8561,7 @@ Z = (195, 195, 195) # Contributing artist: NullCGT 27-Dec-2020 # Female elven monarchs have slightly different crowns. # -# tile 443 (elven monarch,female) +# tile 445 (elven monarch,female) { ................ ......H..H...... @@ -8542,7 +8580,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 444 (rust monster,male) +# tile 446 (rust monster,male) { ................ ....EEEE........ @@ -8561,7 +8599,7 @@ Z = (195, 195, 195) ......AAAA...... ................ } -# tile 445 (rust monster,female) +# tile 447 (rust monster,female) { ................ ....EEEE........ @@ -8580,7 +8618,7 @@ Z = (195, 195, 195) ......AAAA...... ................ } -# tile 446 (disenchanter,male) +# tile 448 (disenchanter,male) { ................ ....PPPP........ @@ -8599,7 +8637,7 @@ Z = (195, 195, 195) ......AAAA...... ................ } -# tile 447 (disenchanter,female) +# tile 449 (disenchanter,female) { ................ ....PPPP........ @@ -8618,7 +8656,7 @@ Z = (195, 195, 195) ......AAAA...... ................ } -# tile 448 (garter snake,male) +# tile 450 (garter snake,male) { ................ ................ @@ -8637,7 +8675,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 449 (garter snake,female) +# tile 451 (garter snake,female) { ................ ................ @@ -8656,7 +8694,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 450 (snake,male) +# tile 452 (snake,male) { ................ ................ @@ -8675,7 +8713,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 451 (snake,female) +# tile 453 (snake,female) { ................ ................ @@ -8694,7 +8732,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 452 (water moccasin,male) +# tile 454 (water moccasin,male) { ................ ................ @@ -8713,7 +8751,7 @@ Z = (195, 195, 195) .....AAAAA...... ................ } -# tile 453 (water moccasin,female) +# tile 455 (water moccasin,female) { ................ ................ @@ -8732,7 +8770,7 @@ Z = (195, 195, 195) .....AAAAA...... ................ } -# tile 454 (python,male) +# tile 456 (python,male) { ................ ................ @@ -8751,7 +8789,7 @@ Z = (195, 195, 195) .....JJJJJAA.... ................ } -# tile 455 (python,female) +# tile 457 (python,female) { ................ ................ @@ -8770,7 +8808,7 @@ Z = (195, 195, 195) .....JJJJJAA.... ................ } -# tile 456 (pit viper,male) +# tile 458 (pit viper,male) { ................ ................ @@ -8789,7 +8827,7 @@ Z = (195, 195, 195) ......AAAA...... ................ } -# tile 457 (pit viper,female) +# tile 459 (pit viper,female) { ................ ................ @@ -8808,7 +8846,7 @@ Z = (195, 195, 195) ......AAAA...... ................ } -# tile 458 (cobra,male) +# tile 460 (cobra,male) { ................ ................ @@ -8827,7 +8865,7 @@ Z = (195, 195, 195) .....AAAAAAAAA.. ................ } -# tile 459 (cobra,female) +# tile 461 (cobra,female) { ................ ................ @@ -8846,7 +8884,7 @@ Z = (195, 195, 195) .....AAAAAAAAA.. ................ } -# tile 460 (troll,male) +# tile 462 (troll,male) { ................ ..AAAAAA........ @@ -8865,7 +8903,7 @@ Z = (195, 195, 195) ..KJA..KA....... ................ } -# tile 461 (troll,female) +# tile 463 (troll,female) { ................ ..AAAAAA........ @@ -8884,7 +8922,7 @@ Z = (195, 195, 195) ..KJA..KA....... ................ } -# tile 462 (ice troll,male) +# tile 464 (ice troll,male) { ................ ..OONOOO........ @@ -8903,7 +8941,7 @@ Z = (195, 195, 195) ..KJA..KA....... ................ } -# tile 463 (ice troll,female) +# tile 465 (ice troll,female) { ................ ..OONOOO........ @@ -8922,7 +8960,7 @@ Z = (195, 195, 195) ..KJA..KA....... ................ } -# tile 464 (rock troll,male) +# tile 466 (rock troll,male) { ................ ...AAAAA........ @@ -8941,7 +8979,7 @@ Z = (195, 195, 195) ..KJA..KA....... ................ } -# tile 465 (rock troll,female) +# tile 467 (rock troll,female) { ................ ...AAAAA........ @@ -8960,7 +8998,7 @@ Z = (195, 195, 195) ..KJA..KA....... ................ } -# tile 466 (water troll,male) +# tile 468 (water troll,male) { ................ ...AAAAA........ @@ -8979,7 +9017,7 @@ Z = (195, 195, 195) ..KJA..KA....... ................ } -# tile 467 (water troll,female) +# tile 469 (water troll,female) { ................ ...AAAAA........ @@ -8998,7 +9036,7 @@ Z = (195, 195, 195) ..KJA..KA....... ................ } -# tile 468 (Olog-hai,male) +# tile 470 (Olog-hai,male) { ...PPPPP........ ..PPAAAPP....... @@ -9017,7 +9055,7 @@ Z = (195, 195, 195) ..AAA.AAA....... ................ } -# tile 469 (Olog-hai,female) +# tile 471 (Olog-hai,female) { ...PPPPP........ ..PPAAAPP....... @@ -9036,7 +9074,7 @@ Z = (195, 195, 195) ..AAA.AAA....... ................ } -# tile 470 (umber hulk,male) +# tile 472 (umber hulk,male) { ................ ...AAAAA........ @@ -9055,7 +9093,7 @@ Z = (195, 195, 195) .AAAP..AAP...... ................ } -# tile 471 (umber hulk,female) +# tile 473 (umber hulk,female) { ................ ...AAAAA........ @@ -9074,7 +9112,7 @@ Z = (195, 195, 195) .AAAP..AAP...... ................ } -# tile 472 (quantum mechanic,male) +# tile 474 (quantum mechanic,male) { ................ ......LLLL...... @@ -9096,7 +9134,7 @@ Z = (195, 195, 195) # Contributing artist: Kestrel Gregorich-Trevor 27-Dec-2020 # Female quantum mechanics have a different hairstyle and no beard. # -# tile 473 (quantum mechanic,female) +# tile 475 (quantum mechanic,female) { ................ ......JJJJJ..... @@ -9115,7 +9153,7 @@ Z = (195, 195, 195) ....NAAEBAANN... ................ } -# tile 474 (mind flayer,male) +# tile 476 (mind flayer,male) { ................ .......IIIIC.... @@ -9134,7 +9172,7 @@ Z = (195, 195, 195) ......CFFCAA.... ....IIC.IIA..... } -# tile 475 (mind flayer,female) +# tile 477 (mind flayer,female) { ................ .......IIIIC.... @@ -9157,7 +9195,7 @@ Z = (195, 195, 195) # Male and female genetic engineers look the same, because the genetic # engineer tile is perfect. # -# tile 476 (genetic engineer,male) +# tile 478 (genetic engineer,male) { ................ ......LLLL...... @@ -9176,7 +9214,7 @@ Z = (195, 195, 195) ..AANAAEPAANN... ................ } -# tile 477 (genetic engineer,female) +# tile 479 (genetic engineer,female) { ................ ......LLLL...... @@ -9195,7 +9233,7 @@ Z = (195, 195, 195) ..AANAAEPAANN... ................ } -# tile 478 (master mind flayer,male) +# tile 480 (master mind flayer,male) { ................ .......IIIIC.... @@ -9214,7 +9252,7 @@ Z = (195, 195, 195) ...EEECEEEAA.... ....IIC.IIA..... } -# tile 479 (master mind flayer,female) +# tile 481 (master mind flayer,female) { ................ .......IIIIC.... @@ -9233,7 +9271,7 @@ Z = (195, 195, 195) ...EEECEEEAA.... ....IIC.IIA..... } -# tile 480 (vampire,male) +# tile 482 (vampire,male) { ................ ................ @@ -9252,7 +9290,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 481 (vampire,female) +# tile 483 (vampire,female) { ................ ................ @@ -9271,7 +9309,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 482 (vampire leader,male) +# tile 484 (vampire leader,male) { ................ .....AAAA....... @@ -9290,7 +9328,7 @@ Z = (195, 195, 195) .N..AAPP..AP.... ................ } -# tile 483 (vampire leader,female) +# tile 485 (vampire leader,female) { ................ .....AAAA....... @@ -9309,7 +9347,7 @@ Z = (195, 195, 195) .N..AAPP..AP.... ................ } -# tile 484 (vampire mage,male) +# tile 486 (vampire mage,male) { ................ ................ @@ -9328,7 +9366,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 485 (vampire mage,female) +# tile 487 (vampire mage,female) { ................ ................ @@ -9347,7 +9385,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 486 (Vlad the Impaler,male) +# tile 488 (Vlad the Impaler,male) { ................ ..N..AAAA....... @@ -9366,7 +9404,7 @@ Z = (195, 195, 195) ..N.AAPP..AP.... ................ } -# tile 487 (Vlad the Impaler,female) +# tile 489 (Vlad the Impaler,female) { ................ ..N..AAAA....... @@ -9385,7 +9423,7 @@ Z = (195, 195, 195) ..N.AAPP..AP.... ................ } -# tile 488 (barrow wight,male) +# tile 490 (barrow wight,male) { ................ ................ @@ -9410,7 +9448,7 @@ Z = (195, 195, 195) # that they look similar enough to the males that you can tell they are # barrow wights. # -# tile 489 (barrow wight,female) +# tile 491 (barrow wight,female) { ................ .......OOOOO.... @@ -9429,7 +9467,7 @@ Z = (195, 195, 195) .J.....LLAA..... ................ } -# tile 490 (wraith,male) +# tile 492 (wraith,male) { ................ ................ @@ -9448,7 +9486,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 491 (wraith,female) +# tile 493 (wraith,female) { ................ ................ @@ -9467,7 +9505,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 492 (Nazgul,male) +# tile 494 (Nazgul,male) { ................ ................ @@ -9486,7 +9524,7 @@ Z = (195, 195, 195) ......PPPPA..... ................ } -# tile 493 (Nazgul,female) +# tile 495 (Nazgul,female) { ................ ................ @@ -9505,7 +9543,7 @@ Z = (195, 195, 195) ......PPPPA..... ................ } -# tile 494 (ghost,male) +# tile 496 (ghost,male) { ................ ................ @@ -9524,7 +9562,7 @@ Z = (195, 195, 195) .O...P....P..... ........P....... } -# tile 495 (ghost,female) +# tile 497 (ghost,female) { ................ ................ @@ -9543,7 +9581,7 @@ Z = (195, 195, 195) .O...P....P..... ........P....... } -# tile 496 (shade,male) +# tile 498 (shade,male) { ................ ................ @@ -9562,7 +9600,7 @@ Z = (195, 195, 195) AAAA.AAAAJA..... ................ } -# tile 497 (shade,female) +# tile 499 (shade,female) { ................ ................ @@ -9581,7 +9619,7 @@ Z = (195, 195, 195) AAAA.AAAAJA..... ................ } -# tile 498 (xorn,male) +# tile 500 (xorn,male) { ................ ................ @@ -9600,7 +9638,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 499 (xorn,female) +# tile 501 (xorn,female) { ................ ................ @@ -9619,7 +9657,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 500 (monkey,male) +# tile 502 (monkey,male) { ................ ................ @@ -9638,7 +9676,7 @@ Z = (195, 195, 195) .....JJA.JJA.... ................ } -# tile 501 (monkey,female) +# tile 503 (monkey,female) { ................ ................ @@ -9657,7 +9695,7 @@ Z = (195, 195, 195) .....JJA.JJA.... ................ } -# tile 502 (ape,male) +# tile 504 (ape,male) { ................ ................ @@ -9676,7 +9714,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 503 (ape,female) +# tile 505 (ape,female) { ................ ................ @@ -9695,7 +9733,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 504 (owlbear,male) +# tile 506 (owlbear,male) { ................ ....K.....K..... @@ -9714,7 +9752,7 @@ Z = (195, 195, 195) ...PJPJAJPJPA... ................ } -# tile 505 (owlbear,female) +# tile 507 (owlbear,female) { ................ ....K.....K..... @@ -9733,7 +9771,7 @@ Z = (195, 195, 195) ...PJPJAJPJPA... ................ } -# tile 506 (yeti,male) +# tile 508 (yeti,male) { ................ ....BNNN........ @@ -9752,7 +9790,7 @@ Z = (195, 195, 195) ..BNNA..NNA..... ................ } -# tile 507 (yeti,female) +# tile 509 (yeti,female) { ................ ....BNNN........ @@ -9771,7 +9809,7 @@ Z = (195, 195, 195) ..BNNA..NNA..... ................ } -# tile 508 (carnivorous ape,male) +# tile 510 (carnivorous ape,male) { ................ ................ @@ -9790,7 +9828,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 509 (carnivorous ape,female) +# tile 511 (carnivorous ape,female) { ................ ................ @@ -9809,7 +9847,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 510 (sasquatch,male) +# tile 512 (sasquatch,male) { ................ ....CCCCC....... @@ -9828,7 +9866,7 @@ Z = (195, 195, 195) .CJJJKACKJJKA... ................ } -# tile 511 (sasquatch,female) +# tile 513 (sasquatch,female) { ................ ....CCCCC....... @@ -9847,7 +9885,7 @@ Z = (195, 195, 195) .CJJJKACKJJKA... ................ } -# tile 512 (kobold zombie,male) +# tile 514 (kobold zombie,male) { ................ ................ @@ -9866,7 +9904,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 513 (kobold zombie,female) +# tile 515 (kobold zombie,female) { ................ ................ @@ -9885,7 +9923,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 514 (gnome zombie,male) +# tile 516 (gnome zombie,male) { ................ ................ @@ -9904,7 +9942,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 515 (gnome zombie,female) +# tile 517 (gnome zombie,female) { ................ ................ @@ -9923,7 +9961,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 516 (orc zombie,male) +# tile 518 (orc zombie,male) { ................ ................ @@ -9942,7 +9980,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 517 (orc zombie,female) +# tile 519 (orc zombie,female) { ................ ................ @@ -9961,7 +9999,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 518 (dwarf zombie,male) +# tile 520 (dwarf zombie,male) { ................ ................ @@ -9980,7 +10018,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 519 (dwarf zombie,female) +# tile 521 (dwarf zombie,female) { ................ ................ @@ -9999,7 +10037,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 520 (elf zombie,male) +# tile 522 (elf zombie,male) { ................ ................ @@ -10018,7 +10056,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 521 (elf zombie,female) +# tile 523 (elf zombie,female) { ................ ................ @@ -10037,7 +10075,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 522 (human zombie,male) +# tile 524 (human zombie,male) { ......AAA....... .....FFGAA...... @@ -10056,7 +10094,7 @@ Z = (195, 195, 195) ....GGAGGA...... ................ } -# tile 523 (human zombie,female) +# tile 525 (human zombie,female) { ......AAA....... .....FFGAA...... @@ -10075,7 +10113,7 @@ Z = (195, 195, 195) ....GGAGGA...... ................ } -# tile 524 (ghoul,male) +# tile 526 (ghoul,male) { ......AAA....... .....OOOAA...... @@ -10094,7 +10132,7 @@ Z = (195, 195, 195) ....OOAOOA...... ................ } -# tile 525 (ghoul,female) +# tile 527 (ghoul,female) { ......AAA....... .....OOOAA...... @@ -10113,7 +10151,7 @@ Z = (195, 195, 195) ....OOAOOA...... ................ } -# tile 526 (ettin zombie,male) +# tile 528 (ettin zombie,male) { ....NN..ONOP.... ..NNOOPNNOOPP... @@ -10132,7 +10170,7 @@ Z = (195, 195, 195) .....GFAAGFAAAAA ...FFFFA.GFFFFAA } -# tile 527 (ettin zombie,female) +# tile 529 (ettin zombie,female) { ....NN..ONOP.... ..NNOOPNNOOPP... @@ -10151,7 +10189,7 @@ Z = (195, 195, 195) .....GFAAGFAAAAA ...FFFFA.GFFFFAA } -# tile 528 (giant zombie,male) +# tile 530 (giant zombie,male) { ......JJJJAA.... ....JJJJJJJJA... @@ -10170,7 +10208,7 @@ Z = (195, 195, 195) ....GFFAGFFAAAAA ...GFFAAGFFFAAAA } -# tile 529 (giant zombie,female) +# tile 531 (giant zombie,female) { ......JJJJAA.... ....JJJJJJJJA... @@ -10189,7 +10227,7 @@ Z = (195, 195, 195) ....GFFAGFFAAAAA ...GFFAAGFFFAAAA } -# tile 530 (skeleton,male) +# tile 532 (skeleton,male) { ................ ................ @@ -10208,7 +10246,7 @@ Z = (195, 195, 195) ......OOO....... ................ } -# tile 531 (skeleton,female) +# tile 533 (skeleton,female) { ................ ................ @@ -10227,7 +10265,7 @@ Z = (195, 195, 195) ......OOO....... ................ } -# tile 532 (straw golem,male) +# tile 534 (straw golem,male) { ......LJ........ ......LJHJ...... @@ -10246,7 +10284,7 @@ Z = (195, 195, 195) ....HALA.AHAAL.. ..........L..... } -# tile 533 (straw golem,female) +# tile 535 (straw golem,female) { ......LJ........ ......LJHJ...... @@ -10265,7 +10303,7 @@ Z = (195, 195, 195) ....HALA.AHAAL.. ..........L..... } -# tile 534 (paper golem,male) +# tile 536 (paper golem,male) { ................ .......OA....... @@ -10284,7 +10322,7 @@ Z = (195, 195, 195) ....OOA...OOA... ................ } -# tile 535 (paper golem,female) +# tile 537 (paper golem,female) { ................ .......OA....... @@ -10303,7 +10341,7 @@ Z = (195, 195, 195) ....OOA...OOA... ................ } -# tile 536 (rope golem,male) +# tile 538 (rope golem,male) { ................ ................ @@ -10322,7 +10360,7 @@ Z = (195, 195, 195) ...O.A....OAA... ....OA.......... } -# tile 537 (rope golem,female) +# tile 539 (rope golem,female) { ................ ................ @@ -10341,7 +10379,7 @@ Z = (195, 195, 195) ...O.A....OAA... ....OA.......... } -# tile 538 (gold golem,male) +# tile 540 (gold golem,male) { ................ ......HNH....... @@ -10360,7 +10398,7 @@ Z = (195, 195, 195) H...HNC.AHNC.A.H ..H............. } -# tile 539 (gold golem,female) +# tile 541 (gold golem,female) { ................ ......HNH....... @@ -10379,7 +10417,7 @@ Z = (195, 195, 195) H...HNC.AHNC.A.H ..H............. } -# tile 540 (leather golem,male) +# tile 542 (leather golem,male) { ......KKKK...... .....KHKHJ...... @@ -10398,7 +10436,7 @@ Z = (195, 195, 195) ...KJJA..KJJA... ....KA....KA.... } -# tile 541 (leather golem,female) +# tile 543 (leather golem,female) { ......KKKK...... .....KHKHJ...... @@ -10417,7 +10455,7 @@ Z = (195, 195, 195) ...KJJA..KJJA... ....KA....KA.... } -# tile 542 (wood golem,male) +# tile 544 (wood golem,male) { ................ ......KCKJ...... @@ -10436,7 +10474,7 @@ Z = (195, 195, 195) ....KCKJAKCKJA.. ................ } -# tile 543 (wood golem,female) +# tile 545 (wood golem,female) { ................ ......KCKJ...... @@ -10455,7 +10493,7 @@ Z = (195, 195, 195) ....KCKJAKCKJA.. ................ } -# tile 544 (flesh golem,male) +# tile 546 (flesh golem,male) { ................ ................ @@ -10474,7 +10512,7 @@ Z = (195, 195, 195) ..LLDDD..DDDDD.. ................ } -# tile 545 (flesh golem,female) +# tile 547 (flesh golem,female) { ................ ................ @@ -10493,7 +10531,7 @@ Z = (195, 195, 195) ..LLDDD..DDDDD.. ................ } -# tile 546 (clay golem,male) +# tile 548 (clay golem,male) { ................ ................ @@ -10512,7 +10550,7 @@ Z = (195, 195, 195) ..CKKKA.CKKKAA.. ................ } -# tile 547 (clay golem,female) +# tile 549 (clay golem,female) { ................ ................ @@ -10531,7 +10569,7 @@ Z = (195, 195, 195) ..CKKKA.CKKKAA.. ................ } -# tile 548 (stone golem,male) +# tile 550 (stone golem,male) { ................ ................ @@ -10550,7 +10588,7 @@ Z = (195, 195, 195) ...PPAA.PPPA.... ................ } -# tile 549 (stone golem,female) +# tile 551 (stone golem,female) { ................ ................ @@ -10569,7 +10607,7 @@ Z = (195, 195, 195) ...PPAA.PPPA.... ................ } -# tile 550 (glass golem,male) +# tile 552 (glass golem,male) { ................ .....BBBBBBA.... @@ -10588,7 +10626,7 @@ Z = (195, 195, 195) ..BNPA....NPAA.. ...BA.....BPA... } -# tile 551 (glass golem,female) +# tile 553 (glass golem,female) { ................ .....BBBBBBA.... @@ -10607,7 +10645,7 @@ Z = (195, 195, 195) ..BNPA....NPAA.. ...BA.....BPA... } -# tile 552 (iron golem,male) +# tile 554 (iron golem,male) { ................ ......PBP....... @@ -10626,7 +10664,7 @@ Z = (195, 195, 195) ....PBP.APBP.A.. ................ } -# tile 553 (iron golem,female) +# tile 555 (iron golem,female) { ................ ......PBP....... @@ -10645,7 +10683,7 @@ Z = (195, 195, 195) ....PBP.APBP.A.. ................ } -# tile 554 (human,male) +# tile 556 (human,male) { ................ ................ @@ -10667,7 +10705,7 @@ Z = (195, 195, 195) # Contributing artist: Kestrel Gregorich-Trevor 27-Dec-2020 # Female humans wear slightly different clothing. # -# tile 555 (human,female) +# tile 557 (human,female) { ................ ................ @@ -10686,7 +10724,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 556 (wererat,male) +# tile 558 (wererat,male) { ................ ................ @@ -10705,7 +10743,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 557 (wererat,female) +# tile 559 (wererat,female) { ................ ................ @@ -10724,7 +10762,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 558 (werejackal,male) +# tile 560 (werejackal,male) { ................ ................ @@ -10746,7 +10784,7 @@ Z = (195, 195, 195) # Contributing artist: Kestrel Gregorich-Trevor 27-Dec-2020 # Female werejackals wear slightly different clothing. # -# tile 559 (werejackal,female) +# tile 561 (werejackal,female) { ................ ................ @@ -10765,7 +10803,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 560 (werewolf,male) +# tile 562 (werewolf,male) { ................ ................ @@ -10787,7 +10825,7 @@ Z = (195, 195, 195) # Contributing artist: Kestrel Gregorich-Trevor 27-Dec-2020 # Female werewolves wear slightly different clothing. # -# tile 561 (werewolf,female) +# tile 563 (werewolf,female) { ................ ................ @@ -10806,7 +10844,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 562 (doppelganger,male) +# tile 564 (doppelganger,male) { ................ ......CCCC..I... @@ -10825,7 +10863,7 @@ Z = (195, 195, 195) ..CD.LLAALLADC.. ................ } -# tile 563 (doppelganger,female) +# tile 565 (doppelganger,female) { ................ ......CCCC..I... @@ -10844,7 +10882,7 @@ Z = (195, 195, 195) ..CD.LLAALLADC.. ................ } -# tile 564 (shopkeeper,male) +# tile 566 (shopkeeper,male) { ................ ................ @@ -10863,7 +10901,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 565 (shopkeeper,female) +# tile 567 (shopkeeper,female) { ................ ................ @@ -10882,7 +10920,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 566 (guard,male) +# tile 568 (guard,male) { ................ .....BBPPPAA.... @@ -10905,7 +10943,7 @@ Z = (195, 195, 195) # Female guards are clean-shaven. Although of course not one # hundred percent accurate, it's convenient visual shorthand. # -# tile 567 (guard,female) +# tile 569 (guard,female) { ................ .....BBPPPAA.... @@ -10924,7 +10962,7 @@ Z = (195, 195, 195) .....BPPABPPAAAA ....BPPP.BPPPAAA } -# tile 568 (prisoner,male) +# tile 570 (prisoner,male) { ................ ................ @@ -10943,7 +10981,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 569 (prisoner,female) +# tile 571 (prisoner,female) { ................ ................ @@ -10962,7 +11000,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 570 (Oracle,male) +# tile 572 (Oracle,male) { ................ ................ @@ -10981,7 +11019,7 @@ Z = (195, 195, 195) ....LELLLLELAA.. ................ } -# tile 571 (Oracle,female) +# tile 573 (Oracle,female) { ................ ................ @@ -11000,7 +11038,7 @@ Z = (195, 195, 195) ....LELLLLELAA.. ................ } -# tile 572 (aligned cleric,male) +# tile 574 (aligned cleric,male) { ................ INI............. @@ -11019,7 +11057,7 @@ Z = (195, 195, 195) .JACCCJJCCCAA... ................ } -# tile 573 (aligned cleric,female) +# tile 575 (aligned cleric,female) { ................ INI............. @@ -11038,7 +11076,7 @@ Z = (195, 195, 195) .JACCCJJCCCAA... ................ } -# tile 574 (high cleric,male) +# tile 576 (high cleric,male) { .INI............ IIIII.KCCK...... @@ -11057,7 +11095,7 @@ Z = (195, 195, 195) ..HACCCJJCCCAA.. ................ } -# tile 575 (high cleric,female) +# tile 577 (high cleric,female) { .INI............ IIIII.KCCK...... @@ -11076,7 +11114,7 @@ Z = (195, 195, 195) ..HACCCJJCCCAA.. ................ } -# tile 576 (soldier,male) +# tile 578 (soldier,male) { .....J.......... .....JAAA....... @@ -11095,7 +11133,7 @@ Z = (195, 195, 195) .....JJ.JJ...... ................ } -# tile 577 (soldier,female) +# tile 579 (soldier,female) { .....J.......... .....JAAA....... @@ -11114,7 +11152,7 @@ Z = (195, 195, 195) .....JJ.JJ...... ................ } -# tile 578 (sergeant,male) +# tile 580 (sergeant,male) { .....J.......... .....JFFF....... @@ -11133,7 +11171,7 @@ Z = (195, 195, 195) .....AA.AA...... ................ } -# tile 579 (sergeant,female) +# tile 581 (sergeant,female) { .....J.......... .....JFFF....... @@ -11152,7 +11190,7 @@ Z = (195, 195, 195) .....AA.AA...... ................ } -# tile 580 (nurse,male) +# tile 582 (nurse,male) { ................ .......NO....... @@ -11171,7 +11209,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 581 (nurse,female) +# tile 583 (nurse,female) { ................ .......NO....... @@ -11190,7 +11228,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 582 (lieutenant,male) +# tile 584 (lieutenant,male) { ................ .......FFF...... @@ -11209,7 +11247,7 @@ Z = (195, 195, 195) .....AA.AA...... ................ } -# tile 583 (lieutenant,female) +# tile 585 (lieutenant,female) { ................ .......FFF...... @@ -11228,7 +11266,7 @@ Z = (195, 195, 195) .....AA.AA...... ................ } -# tile 584 (captain,male) +# tile 586 (captain,male) { ................ ......FHHF...... @@ -11247,7 +11285,7 @@ Z = (195, 195, 195) .....AA.AAAAA... ................ } -# tile 585 (captain,female) +# tile 587 (captain,female) { ................ ......FHHF...... @@ -11266,7 +11304,7 @@ Z = (195, 195, 195) .....AA.AAAAA... ................ } -# tile 586 (watchman,male) +# tile 588 (watchman,male) { ................ ......PPP....... @@ -11285,7 +11323,7 @@ Z = (195, 195, 195) ....JJJ.JJJ..... ................ } -# tile 587 (watchman,female) +# tile 589 (watchman,female) { ................ ......PPP....... @@ -11304,7 +11342,7 @@ Z = (195, 195, 195) ....JJJ.JJJ..... ................ } -# tile 588 (watch captain,male) +# tile 590 (watch captain,male) { ......PPP....... .....PHHHP...... @@ -11323,7 +11361,7 @@ Z = (195, 195, 195) ....JJJ.JJJ..... ................ } -# tile 589 (watch captain,female) +# tile 591 (watch captain,female) { ......PPP....... .....PHHHP...... @@ -11342,7 +11380,7 @@ Z = (195, 195, 195) ....JJJ.JJJ..... ................ } -# tile 590 (Medusa,male) +# tile 592 (Medusa,male) { ................ ..GA...GA....... @@ -11361,7 +11399,7 @@ Z = (195, 195, 195) ..IIKIKIKIA..... ................ } -# tile 591 (Medusa,female) +# tile 593 (Medusa,female) { ................ ..GA...GA....... @@ -11380,7 +11418,7 @@ Z = (195, 195, 195) ..IIKIKIKIA..... ................ } -# tile 592 (Wizard of Yendor,male) +# tile 594 (Wizard of Yendor,male) { .EEE.....G.EEE.. ELLAI..E..EALLE. @@ -11399,7 +11437,7 @@ Z = (195, 195, 195) .EEEEHEHEHEEAAA. EEEHHEEHEEHHEEA. } -# tile 593 (Wizard of Yendor,female) +# tile 595 (Wizard of Yendor,female) { .EEE.....G.EEE.. ELLAI..E..EALLE. @@ -11418,7 +11456,7 @@ Z = (195, 195, 195) .EEEEHEHEHEEAAA. EEEHHEEHEEHHEEA. } -# tile 594 (Croesus,male) +# tile 596 (Croesus,male) { ....H..H..H..... ....HCHEHCH..... @@ -11437,7 +11475,7 @@ Z = (195, 195, 195) .GIIIKJJKKIIIGG. ................ } -# tile 595 (Croesus,female) +# tile 597 (Croesus,female) { ....H..H..H..... ....HCHEHCH..... @@ -11456,7 +11494,7 @@ Z = (195, 195, 195) .GIIIKJJKKIIIGG. ................ } -# tile 596 (Charon,male) +# tile 598 (Charon,male) { ................ .......J........ @@ -11475,7 +11513,7 @@ Z = (195, 195, 195) .JJJJJJJJJJJAAA. JJJJJJJJJJJJJJA. } -# tile 597 (Charon,female) +# tile 599 (Charon,female) { ................ .......J........ @@ -11494,7 +11532,7 @@ Z = (195, 195, 195) .JJJJJJJJJJJAAA. JJJJJJJJJJJJJJA. } -# tile 598 (water demon,male) +# tile 600 (water demon,male) { ................ ................ @@ -11513,7 +11551,7 @@ Z = (195, 195, 195) ....EEAEEA...... ................ } -# tile 599 (water demon,female) +# tile 601 (water demon,female) { ................ ................ @@ -11532,7 +11570,7 @@ Z = (195, 195, 195) ....EEAEEA...... ................ } -# tile 600 (amorous demon,male) +# tile 602 (amorous demon,male) { DD.OHHD......... DDOHHDGD........ @@ -11551,7 +11589,7 @@ Z = (195, 195, 195) ...DDKAA..DDAA.. ..DDKAA...DDDA.. } -# tile 601 (amorous demon,female) +# tile 603 (amorous demon,female) { DD.OHHD......... DDOHHDGD........ @@ -11570,7 +11608,7 @@ Z = (195, 195, 195) ....DDAA..DDAA.. ...DDJA...DDDA.. } -# tile 602 (horned devil,male) +# tile 604 (horned devil,male) { ................ ................ @@ -11589,7 +11627,7 @@ Z = (195, 195, 195) ..CDDAA.DDK..... ................ } -# tile 603 (horned devil,female) +# tile 605 (horned devil,female) { ................ ................ @@ -11608,7 +11646,7 @@ Z = (195, 195, 195) ..CDDAA.DDK..... ................ } -# tile 604 (erinys,male) +# tile 606 (erinys,male) { ..GA...GA....... ...FA.FA..GA.... @@ -11627,7 +11665,7 @@ Z = (195, 195, 195) ..BBEBEBEBA..... ................ } -# tile 605 (erinys,female) +# tile 607 (erinys,female) { ..GA...GA....... ...FA.FA..GA.... @@ -11646,7 +11684,7 @@ Z = (195, 195, 195) ..BBEBEBEBA..... ................ } -# tile 606 (barbed devil,male) +# tile 608 (barbed devil,male) { ................ ................ @@ -11665,7 +11703,7 @@ Z = (195, 195, 195) .CCDDAA.DDKK.... ................ } -# tile 607 (barbed devil,female) +# tile 609 (barbed devil,female) { ................ ................ @@ -11684,7 +11722,7 @@ Z = (195, 195, 195) .CCDDAA.DDKK.... ................ } -# tile 608 (marilith,male) +# tile 610 (marilith,male) { .D..HHH.....D... DD.HHHHHA...DD.. @@ -11703,7 +11741,7 @@ Z = (195, 195, 195) ..FGFFFFFFFFFA.. ....GFFFFFFAA... } -# tile 609 (marilith,female) +# tile 611 (marilith,female) { .D..HHH.....D... DD.HHHHHA...DD.. @@ -11722,7 +11760,7 @@ Z = (195, 195, 195) ..FGFFFFFFFFFA.. ....GFFFFFFAA... } -# tile 610 (vrock,male) +# tile 612 (vrock,male) { ................ ......OPP.O..... @@ -11741,7 +11779,7 @@ Z = (195, 195, 195) .....DFA.GGA..F. ................ } -# tile 611 (vrock,female) +# tile 613 (vrock,female) { ................ ......OPP.O..... @@ -11760,7 +11798,7 @@ Z = (195, 195, 195) .....DFA.GGA..F. ................ } -# tile 612 (hezrou,male) +# tile 614 (hezrou,male) { ................ ................ @@ -11779,7 +11817,7 @@ Z = (195, 195, 195) ...........FFFA. ................ } -# tile 613 (hezrou,female) +# tile 615 (hezrou,female) { ................ ................ @@ -11798,7 +11836,7 @@ Z = (195, 195, 195) ...........FFFA. ................ } -# tile 614 (bone devil,male) +# tile 616 (bone devil,male) { ................ ................ @@ -11817,7 +11855,7 @@ Z = (195, 195, 195) ..NOOAA.OOL..... ................ } -# tile 615 (bone devil,female) +# tile 617 (bone devil,female) { ................ ................ @@ -11836,7 +11874,7 @@ Z = (195, 195, 195) ..NOOAA.OOL..... ................ } -# tile 616 (ice devil,male) +# tile 618 (ice devil,male) { ................ ................ @@ -11855,7 +11893,7 @@ Z = (195, 195, 195) ..BNNAA.NNP..... ................ } -# tile 617 (ice devil,female) +# tile 619 (ice devil,female) { ................ ................ @@ -11874,7 +11912,7 @@ Z = (195, 195, 195) ..BNNAA.NNP..... ................ } -# tile 618 (nalfeshnee,male) +# tile 620 (nalfeshnee,male) { ................ ................ @@ -11893,7 +11931,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 619 (nalfeshnee,female) +# tile 621 (nalfeshnee,female) { ................ ................ @@ -11912,7 +11950,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 620 (pit fiend,male) +# tile 622 (pit fiend,male) { ................ .K.O.......O.K.. @@ -11931,7 +11969,7 @@ Z = (195, 195, 195) ...CDDAA.DDK.... ................ } -# tile 621 (pit fiend,female) +# tile 623 (pit fiend,female) { ................ .K.O.......O.K.. @@ -11950,7 +11988,7 @@ Z = (195, 195, 195) ...CDDAA.DDK.... ................ } -# tile 622 (sandestin,male) +# tile 624 (sandestin,male) { .....CCCCC..I... .I..CD....C..... @@ -11969,7 +12007,7 @@ Z = (195, 195, 195) .CD.DDAADDDADC.. ................ } -# tile 623 (sandestin,female) +# tile 625 (sandestin,female) { .....CCCCC..I... .I..CD....C..... @@ -11988,7 +12026,7 @@ Z = (195, 195, 195) .CD.DDAADDDADC.. ................ } -# tile 624 (balrog,male) +# tile 626 (balrog,male) { ................ .K..O.....O..K.. @@ -12007,7 +12045,7 @@ Z = (195, 195, 195) ..CDDDAA.DDDK.AA ................ } -# tile 625 (balrog,female) +# tile 627 (balrog,female) { ................ .K..O.....O..K.. @@ -12026,7 +12064,7 @@ Z = (195, 195, 195) ..CDDDAA.DDDK.AA ................ } -# tile 626 (Juiblex,male) +# tile 628 (Juiblex,male) { ................ DD.........DD... @@ -12045,7 +12083,7 @@ Z = (195, 195, 195) .CCCCCCCCCCCKA.. ................ } -# tile 627 (Juiblex,female) +# tile 629 (Juiblex,female) { ................ DD.........DD... @@ -12064,7 +12102,7 @@ Z = (195, 195, 195) .CCCCCCCCCCCKA.. ................ } -# tile 628 (Yeenoghu,male) +# tile 630 (Yeenoghu,male) { ....B.HHP....... ....BPPPP....... @@ -12083,7 +12121,7 @@ Z = (195, 195, 195) ...BPAA.PPA..... ................ } -# tile 629 (Yeenoghu,female) +# tile 631 (Yeenoghu,female) { ....B.HHP....... ....BPPPP....... @@ -12102,7 +12140,7 @@ Z = (195, 195, 195) ...BPAA.PPA..... ................ } -# tile 630 (Orcus,male) +# tile 632 (Orcus,male) { ................ .K..O.....O..K.. @@ -12121,7 +12159,7 @@ Z = (195, 195, 195) ...OOPPAOOPPAGA. ................ } -# tile 631 (Orcus,female) +# tile 633 (Orcus,female) { ................ .K..O.....O..K.. @@ -12140,7 +12178,7 @@ Z = (195, 195, 195) ...OOPPAOOPPAGA. ................ } -# tile 632 (Geryon,male) +# tile 634 (Geryon,male) { .K...........K.. .K....JJJ....KJ. @@ -12159,7 +12197,7 @@ Z = (195, 195, 195) ....FGGGFFFFFFFA .....FFFFFFFFFA. } -# tile 633 (Geryon,female) +# tile 635 (Geryon,female) { .K...........K.. .K....JJJ....KJ. @@ -12178,7 +12216,7 @@ Z = (195, 195, 195) ....FGGGFFFFFFFA .....FFFFFFFFFA. } -# tile 634 (Dispater,male) +# tile 636 (Dispater,male) { ................ ......OJJO...... @@ -12197,7 +12235,7 @@ Z = (195, 195, 195) .....PPA.PPA.... ................ } -# tile 635 (Dispater,female) +# tile 637 (Dispater,female) { ................ ......OJJO...... @@ -12216,7 +12254,7 @@ Z = (195, 195, 195) .....PPA.PPA.... ................ } -# tile 636 (Baalzebub,male) +# tile 638 (Baalzebub,male) { ......F...F..... .......F.F...... @@ -12235,7 +12273,7 @@ Z = (195, 195, 195) .....FFA..FF.... ................ } -# tile 637 (Baalzebub,female) +# tile 639 (Baalzebub,female) { ......F...F..... .......F.F...... @@ -12254,7 +12292,7 @@ Z = (195, 195, 195) .....FFA..FF.... ................ } -# tile 638 (Asmodeus,male) +# tile 640 (Asmodeus,male) { ................ ......OJJO...... @@ -12273,7 +12311,7 @@ Z = (195, 195, 195) .....PPA.PPA.... ................ } -# tile 639 (Asmodeus,female) +# tile 641 (Asmodeus,female) { ................ ......OJJO...... @@ -12292,7 +12330,7 @@ Z = (195, 195, 195) .....PPA.PPA.... ................ } -# tile 640 (Demogorgon,male) +# tile 642 (Demogorgon,male) { ...KKK..KKK..... ..KBKBK.BKBK.... @@ -12311,7 +12349,7 @@ Z = (195, 195, 195) ..GAGFAFFFAFA... ................ } -# tile 641 (Demogorgon,female) +# tile 643 (Demogorgon,female) { ...KKK..KKK..... ..KBKBK.BKBK.... @@ -12330,7 +12368,7 @@ Z = (195, 195, 195) ..GAGFAFFFAFA... ................ } -# tile 642 (Death,male) +# tile 644 (Death,male) { .BBBB....JJJ.... .BPPPP.JJJJ..... @@ -12349,7 +12387,7 @@ Z = (195, 195, 195) .CJJAAAAAAAAJJA. ACJAAAAAAAAAAAJ. } -# tile 643 (Death,female) +# tile 645 (Death,female) { .BBBB....JJJ.... .BPPPP.JJJJ..... @@ -12368,7 +12406,7 @@ Z = (195, 195, 195) .CJJAAAAAAAAJJA. ACJAAAAAAAAAAAJ. } -# tile 644 (Pestilence,male) +# tile 646 (Pestilence,male) { F........JJJ.... ..F....JJJJ..... @@ -12387,7 +12425,7 @@ Z = (195, 195, 195) ..JJFBFAFFAJJJA. .JJAAFAFAAAAAAJ. } -# tile 645 (Pestilence,female) +# tile 647 (Pestilence,female) { F........JJJ.... ..F....JJJJ..... @@ -12406,7 +12444,7 @@ Z = (195, 195, 195) ..JJFBFAFFAJJJA. .JJAAFAFAAAAAAJ. } -# tile 646 (Famine,male) +# tile 648 (Famine,male) { .........JJJ.... .......JJJ...... @@ -12425,7 +12463,7 @@ Z = (195, 195, 195) K...JJAAAJJAA... K..JJAAAAAJJJA.. } -# tile 647 (Famine,female) +# tile 649 (Famine,female) { .........JJJ.... .......JJJ...... @@ -12444,7 +12482,7 @@ Z = (195, 195, 195) K...JJAAAJJAA... K..JJAAAAAJJJA.. } -# tile 648 (mail daemon,male) +# tile 650 (mail daemon,male) { ...OP.BEEE.PO... ...OOEBEEEEOOD.. @@ -12463,7 +12501,7 @@ Z = (195, 195, 195) ..CDDDAAA.DDDK.. ................ } -# tile 649 (mail daemon,female) +# tile 651 (mail daemon,female) { ...OP.BEEE.PO... ...OOEBEEEEOOD.. @@ -12482,7 +12520,7 @@ Z = (195, 195, 195) ..CDDDAAA.DDDK.. ................ } -# tile 650 (djinni,male) +# tile 652 (djinni,male) { .LL..NNN..LL.... ..L..NGNA.L..... @@ -12501,7 +12539,7 @@ Z = (195, 195, 195) .........IFED... ................ } -# tile 651 (djinni,female) +# tile 653 (djinni,female) { .LL..NNN..LL.... ..L..NGNA.L..... @@ -12520,7 +12558,7 @@ Z = (195, 195, 195) .........IFED... ................ } -# tile 652 (jellyfish,male) +# tile 654 (jellyfish,male) { ................ .....PBPA....... @@ -12539,7 +12577,7 @@ Z = (195, 195, 195) ..PEE.P.E..E.... .P..E.P..E...... } -# tile 653 (jellyfish,female) +# tile 655 (jellyfish,female) { ................ .....PBPA....... @@ -12558,7 +12596,7 @@ Z = (195, 195, 195) ..PEE.P.E..E.... .P..E.P..E...... } -# tile 654 (piranha,male) +# tile 656 (piranha,male) { ................ ................ @@ -12577,7 +12615,7 @@ Z = (195, 195, 195) .....E..P....... ....E..E...E.... } -# tile 655 (piranha,female) +# tile 657 (piranha,female) { ................ ................ @@ -12596,7 +12634,7 @@ Z = (195, 195, 195) .....E..P....... ....E..E...E.... } -# tile 656 (shark,male) +# tile 658 (shark,male) { ................ ................ @@ -12615,7 +12653,7 @@ Z = (195, 195, 195) PDNPPEE..EE..... .PPPE..EEE..E... } -# tile 657 (shark,female) +# tile 659 (shark,female) { ................ ................ @@ -12634,7 +12672,7 @@ Z = (195, 195, 195) PDNPPEE..EE..... .PPPE..EEE..E... } -# tile 658 (giant eel,male) +# tile 660 (giant eel,male) { ................ ................ @@ -12653,7 +12691,7 @@ Z = (195, 195, 195) ...EE.AAAAE.E... ..E...EE.E...E.. } -# tile 659 (giant eel,female) +# tile 661 (giant eel,female) { ................ ................ @@ -12672,7 +12710,7 @@ Z = (195, 195, 195) ...EE.AAAAE.E... ..E...EE.E...E.. } -# tile 660 (electric eel,male) +# tile 662 (electric eel,male) { ................ ................ @@ -12691,7 +12729,7 @@ Z = (195, 195, 195) ...EE.AAADE.E... ..E...EE.E...E.. } -# tile 661 (electric eel,female) +# tile 663 (electric eel,female) { ................ ................ @@ -12710,7 +12748,7 @@ Z = (195, 195, 195) ...EE.AAADE.E... ..E...EE.E...E.. } -# tile 662 (kraken,male) +# tile 664 (kraken,male) { ................ ................ @@ -12729,7 +12767,7 @@ Z = (195, 195, 195) EEEEEEE..EE..... ..EEE..EEE..E... } -# tile 663 (kraken,female) +# tile 665 (kraken,female) { ................ ................ @@ -12748,7 +12786,7 @@ Z = (195, 195, 195) EEEEEEE..EE..... ..EEE..EEE..E... } -# tile 664 (newt,male) +# tile 666 (newt,male) { ................ ................ @@ -12767,7 +12805,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 665 (newt,female) +# tile 667 (newt,female) { ................ ................ @@ -12786,7 +12824,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 666 (gecko,male) +# tile 668 (gecko,male) { ................ ................ @@ -12805,7 +12843,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 667 (gecko,female) +# tile 669 (gecko,female) { ................ ................ @@ -12824,7 +12862,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 668 (iguana,male) +# tile 670 (iguana,male) { ................ ................ @@ -12843,7 +12881,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 669 (iguana,female) +# tile 671 (iguana,female) { ................ ................ @@ -12862,7 +12900,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 670 (baby crocodile,male) +# tile 672 (baby crocodile,male) { ................ ................ @@ -12881,7 +12919,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 671 (baby crocodile,female) +# tile 673 (baby crocodile,female) { ................ ................ @@ -12900,7 +12938,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 672 (lizard,male) +# tile 674 (lizard,male) { ................ ................ @@ -12919,7 +12957,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 673 (lizard,female) +# tile 675 (lizard,female) { ................ ................ @@ -12938,7 +12976,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 674 (chameleon,male) +# tile 676 (chameleon,male) { ................ ................ @@ -12957,7 +12995,7 @@ Z = (195, 195, 195) .DD............. ................ } -# tile 675 (chameleon,female) +# tile 677 (chameleon,female) { ................ ................ @@ -12976,7 +13014,7 @@ Z = (195, 195, 195) .DD............. ................ } -# tile 676 (crocodile,male) +# tile 678 (crocodile,male) { ................ ................ @@ -12995,7 +13033,7 @@ Z = (195, 195, 195) .DF............. ................ } -# tile 677 (crocodile,female) +# tile 679 (crocodile,female) { ................ ................ @@ -13014,7 +13052,7 @@ Z = (195, 195, 195) .DF............. ................ } -# tile 678 (salamander,male) +# tile 680 (salamander,male) { ................ ................ @@ -13033,7 +13071,7 @@ Z = (195, 195, 195) ..ACCA.......... ...AAA.......... } -# tile 679 (salamander,female) +# tile 681 (salamander,female) { ................ ................ @@ -13052,7 +13090,7 @@ Z = (195, 195, 195) ..ACCA.......... ...AAA.......... } -# tile 680 (long worm tail,male) +# tile 682 (long worm tail,male) { ........ILLLL... ......IILLAA.... @@ -13071,7 +13109,7 @@ Z = (195, 195, 195) .LLLIIIILLLA.... ...LLLLLAAA..... } -# tile 681 (long worm tail,female) +# tile 683 (long worm tail,female) { ........ILLLL... ......IILLAA.... @@ -13090,7 +13128,7 @@ Z = (195, 195, 195) .LLLIIIILLLA.... ...LLLLLAAA..... } -# tile 682 (archeologist,male) +# tile 684 (archeologist,male) { ................ ................ @@ -13113,7 +13151,7 @@ Z = (195, 195, 195) # Female archeologist tile is a reference to a certain archeologist # known for raiding tombs. # -# tile 683 (archeologist,female) +# tile 685 (archeologist,female) { ................ ................ @@ -13132,7 +13170,7 @@ Z = (195, 195, 195) .....CJJ.JKJ.... ................ } -# tile 684 (barbarian,male) +# tile 686 (barbarian,male) { ................ ................ @@ -13151,7 +13189,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 685 (barbarian,female) +# tile 687 (barbarian,female) { ................ ................ @@ -13170,7 +13208,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 686 (cave dweller,male) +# tile 688 (cave dweller,male) { ................ ................ @@ -13189,7 +13227,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 687 (cave dweller,female) +# tile 689 (cave dweller,female) { ................ ................ @@ -13208,7 +13246,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 688 (healer,male) +# tile 690 (healer,male) { ................ .......NN....... @@ -13227,7 +13265,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 689 (healer,female) +# tile 691 (healer,female) { ................ .......NN....... @@ -13246,7 +13284,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 690 (knight,male) +# tile 692 (knight,male) { ................ ................ @@ -13265,7 +13303,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 691 (knight,female) +# tile 693 (knight,female) { ................ ................ @@ -13284,7 +13322,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 692 (monk,male) +# tile 694 (monk,male) { ................ ................ @@ -13303,7 +13341,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 693 (monk,female) +# tile 695 (monk,female) { ................ ................ @@ -13322,7 +13360,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 694 (cleric,male) +# tile 696 (cleric,male) { ................ ................ @@ -13341,7 +13379,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 695 (cleric,female) +# tile 697 (cleric,female) { ................ .......JJ....... @@ -13360,7 +13398,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 696 (ranger,male) +# tile 698 (ranger,male) { ................ ................ @@ -13379,7 +13417,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 697 (ranger,female) +# tile 699 (ranger,female) { ................ ................ @@ -13398,7 +13436,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 698 (rogue,male) +# tile 700 (rogue,male) { ................ ................ @@ -13417,7 +13455,7 @@ Z = (195, 195, 195) .....KKA.KKA.... ................ } -# tile 699 (rogue,female) +# tile 701 (rogue,female) { ................ ................ @@ -13436,7 +13474,7 @@ Z = (195, 195, 195) .....KKA.KKA.... ................ } -# tile 700 (samurai,male) +# tile 702 (samurai,male) { ................ ................ @@ -13455,7 +13493,7 @@ Z = (195, 195, 195) .....IIA.IIA.... ................ } -# tile 701 (samurai,female) +# tile 703 (samurai,female) { ................ ................ @@ -13474,7 +13512,7 @@ Z = (195, 195, 195) .....IIA.IIA.... ................ } -# tile 702 (tourist,male) +# tile 704 (tourist,male) { ................ ................ @@ -13493,7 +13531,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 703 (tourist,female) +# tile 705 (tourist,female) { ................ ................ @@ -13512,7 +13550,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 704 (valkyrie,male) +# tile 706 (valkyrie,male) { ................ ................ @@ -13531,7 +13569,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 705 (valkyrie,female) +# tile 707 (valkyrie,female) { ................ ................ @@ -13550,7 +13588,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 706 (wizard,male) +# tile 708 (wizard,male) { ................ .........BP..... @@ -13569,7 +13607,7 @@ Z = (195, 195, 195) ....BPPPPPPE.... ................ } -# tile 707 (wizard,female) +# tile 709 (wizard,female) { ................ .........BP..... @@ -13588,7 +13626,7 @@ Z = (195, 195, 195) ....BPPPPPPE.... ................ } -# tile 708 (Lord Carnarvon,male) +# tile 710 (Lord Carnarvon,male) { .......JJ....... ......KJJJ...... @@ -13607,7 +13645,7 @@ Z = (195, 195, 195) .....PPA.PPA.... ................ } -# tile 709 (Lord Carnarvon,female) +# tile 711 (Lord Carnarvon,female) { .......JJ....... ......KJJJ...... @@ -13626,7 +13664,7 @@ Z = (195, 195, 195) .....PPA.PPA.... ................ } -# tile 710 (Pelias,male) +# tile 712 (Pelias,male) { ................ .......JJ....... @@ -13645,7 +13683,7 @@ Z = (195, 195, 195) .....PPA.PPA.... ................ } -# tile 711 (Pelias,female) +# tile 713 (Pelias,female) { ................ .......JJ....... @@ -13664,7 +13702,7 @@ Z = (195, 195, 195) .....PPA.PPA.... ................ } -# tile 712 (Shaman Karnov,male) +# tile 714 (Shaman Karnov,male) { ................ .......JJA...... @@ -13683,7 +13721,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 713 (Shaman Karnov,female) +# tile 715 (Shaman Karnov,female) { ................ .......JJA...... @@ -13702,7 +13740,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 714 (Earendil,male) +# tile 716 (Earendil,male) { .........G...... ....B..GGF..B... @@ -13721,7 +13759,7 @@ Z = (195, 195, 195) .....AAAAAA..... ................ } -# tile 715 (Earendil,female) +# tile 717 (Earendil,female) { .........G...... ....B..GGF..B... @@ -13740,7 +13778,7 @@ Z = (195, 195, 195) .....AAAAAA..... ................ } -# tile 716 (Elwing,male) +# tile 718 (Elwing,male) { .........G...... ....B..GGF..B... @@ -13759,7 +13797,7 @@ Z = (195, 195, 195) .....AAAAAA..... ................ } -# tile 717 (Elwing,female) +# tile 719 (Elwing,female) { .........G...... ....B..GGF..B... @@ -13778,7 +13816,7 @@ Z = (195, 195, 195) .....AAAAAA..... ................ } -# tile 718 (Hippocrates,male) +# tile 720 (Hippocrates,male) { ................ ....LLLCCD...... @@ -13797,7 +13835,7 @@ Z = (195, 195, 195) .LCCCCCCCDA..... ................ } -# tile 719 (Hippocrates,female) +# tile 721 (Hippocrates,female) { ................ ....LLLCCD...... @@ -13816,7 +13854,7 @@ Z = (195, 195, 195) .LCCCCCCCDA..... ................ } -# tile 720 (King Arthur,male) +# tile 722 (King Arthur,male) { ................ ................ @@ -13835,7 +13873,7 @@ Z = (195, 195, 195) ....PPAA.PPA.... ................ } -# tile 721 (King Arthur,female) +# tile 723 (King Arthur,female) { ................ ................ @@ -13854,7 +13892,7 @@ Z = (195, 195, 195) ....PPAA.PPA.... ................ } -# tile 722 (Chan-Sune Lama,male) +# tile 724 (Chan-Sune Lama,male) { ................ .......LL....... @@ -13873,7 +13911,7 @@ Z = (195, 195, 195) ..JACCCCCCCCAA.. ................ } -# tile 723 (Chan-Sune Lama,female) +# tile 725 (Chan-Sune Lama,female) { ................ .......LL....... @@ -13892,7 +13930,7 @@ Z = (195, 195, 195) ..JACCCCCCCCAA.. ................ } -# tile 724 (Arch Priest,male) +# tile 726 (Arch Priest,male) { ..N............. .NNN..JLLJ...... @@ -13911,7 +13949,7 @@ Z = (195, 195, 195) ..HACCCJJCCCAA.. ................ } -# tile 725 (Arch Priest,female) +# tile 727 (Arch Priest,female) { ..N............. .NNN..JLLJ...... @@ -13930,7 +13968,7 @@ Z = (195, 195, 195) ..HACCCJJCCCAA.. ................ } -# tile 726 (Orion,male) +# tile 728 (Cedalion,male) { ................ ................ @@ -13949,7 +13987,7 @@ Z = (195, 195, 195) ......BPAPAA.A.. .....PPA.PPA.... } -# tile 727 (Orion,female) +# tile 729 (Cedalion,female) { ................ ................ @@ -13968,7 +14006,7 @@ Z = (195, 195, 195) ......BPAPAA.A.. .....PPA.PPA.... } -# tile 728 (Master of Thieves,male) +# tile 730 (Master of Thieves,male) { ................ ...H.....H...... @@ -13987,7 +14025,7 @@ Z = (195, 195, 195) ...JJA..JJA..... ................ } -# tile 729 (Master of Thieves,female) +# tile 731 (Master of Thieves,female) { ................ ...H.....H...... @@ -14006,7 +14044,7 @@ Z = (195, 195, 195) ...JJA..JJA..... ................ } -# tile 730 (Lord Sato,male) +# tile 732 (Lord Sato,male) { .....AAA........ .....AAA........ @@ -14025,7 +14063,7 @@ Z = (195, 195, 195) ..IIIA.IIIAA.... ................ } -# tile 731 (Lord Sato,female) +# tile 733 (Lord Sato,female) { .....AAA........ .....AAA........ @@ -14044,7 +14082,7 @@ Z = (195, 195, 195) ..IIIA.IIIAA.... ................ } -# tile 732 (Twoflower,male) +# tile 734 (Twoflower,male) { ................ ................ @@ -14063,7 +14101,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 733 (Twoflower,female) +# tile 735 (Twoflower,female) { ................ ................ @@ -14082,7 +14120,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 734 (Norn,male) +# tile 736 (Norn,male) { ................ ................ @@ -14101,7 +14139,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 735 (Norn,female) +# tile 737 (Norn,female) { ................ ................ @@ -14120,7 +14158,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 736 (Neferet the Green,male) +# tile 738 (Neferet the Green,male) { ................ ................ @@ -14139,7 +14177,7 @@ Z = (195, 195, 195) ...BPPPPPPPE.... ................ } -# tile 737 (Neferet the Green,female) +# tile 739 (Neferet the Green,female) { ................ ................ @@ -14158,7 +14196,7 @@ Z = (195, 195, 195) ...BPPPPPPPE.... ................ } -# tile 738 (Schliemann,male) +# tile 740 (Schliemann,male) { .......JJ....... ......KJJJ...... @@ -14177,7 +14215,7 @@ Z = (195, 195, 195) .....JJA.JJA.... ................ } -# tile 739 (Schliemann,female) +# tile 741 (Schliemann,female) { .......JJ....... ......KJJJ...... @@ -14196,7 +14234,7 @@ Z = (195, 195, 195) .....JJA.JJA.... ................ } -# tile 740 (Thoth Amon,male) +# tile 742 (Thoth Amon,male) { ................ ......OJJO...... @@ -14215,7 +14253,7 @@ Z = (195, 195, 195) .....PPA.PPA.... ................ } -# tile 741 (Thoth Amon,female) +# tile 743 (Thoth Amon,female) { ................ ......OJJO...... @@ -14234,7 +14272,7 @@ Z = (195, 195, 195) .....PPA.PPA.... ................ } -# tile 742 (Tiamat,male) +# tile 744 (Tiamat,male) { ......GGGFA..... .....NFNFEEA.... @@ -14253,7 +14291,7 @@ Z = (195, 195, 195) ....GFAA...CCJA. ........FFFFJA.. } -# tile 743 (Tiamat,female) +# tile 745 (Tiamat,female) { ......GGGFA..... .....NFNFEEA.... @@ -14272,7 +14310,7 @@ Z = (195, 195, 195) ....GFAA...CCJA. ........FFFFJA.. } -# tile 744 (Goblin King,male) +# tile 746 (Goblin King,male) { ................ ................ @@ -14291,7 +14329,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 745 (Goblin King,female) +# tile 747 (Goblin King,female) { ................ ................ @@ -14310,7 +14348,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 746 (Cyclops,male) +# tile 748 (Cyclops,male) { ................ ....LLLLL....... @@ -14329,7 +14367,7 @@ Z = (195, 195, 195) ....CJJJCLAAAAAA ..LLLLL.LLLLLAA. } -# tile 747 (Cyclops,female) +# tile 749 (Cyclops,female) { ................ ....LLLLL....... @@ -14350,7 +14388,7 @@ Z = (195, 195, 195) } #: Ixoth is a male red dragon #: [for many years his tile erroneously depicted a demon] -# tile 748 (Ixoth,male) +# tile 750 (Ixoth,male) { ......O......... ...KJ.DDD.O..... @@ -14369,7 +14407,7 @@ Z = (195, 195, 195) DDDAADDDDADD.... ADD.AADD..AD.... } -# tile 749 (Ixoth,female) +# tile 751 (Ixoth,female) { ......O......... ...KJ.DDD.O..... @@ -14388,7 +14426,7 @@ Z = (195, 195, 195) DDDAADDDDADD.... ADD.AADD..AD.... } -# tile 750 (Master Kaen,male) +# tile 752 (Master Kaen,male) { ................ .......KKA...... @@ -14407,7 +14445,7 @@ Z = (195, 195, 195) ...KJJJJJJJJJA.. ................ } -# tile 751 (Master Kaen,female) +# tile 753 (Master Kaen,female) { ................ .......KKA...... @@ -14426,7 +14464,7 @@ Z = (195, 195, 195) ...KJJJJJJJJJA.. ................ } -# tile 752 (Nalzok,male) +# tile 754 (Nalzok,male) { ....O......O.... ....O......O.... @@ -14445,7 +14483,7 @@ Z = (195, 195, 195) ..CDDDAAA.DDDK.. ................ } -# tile 753 (Nalzok,female) +# tile 755 (Nalzok,female) { ....O......O.... ....O......O.... @@ -14464,7 +14502,7 @@ Z = (195, 195, 195) ..CDDDAAA.DDDK.. ................ } -# tile 754 (Scorpius,male) +# tile 756 (Scorpius,male) { .....JLJLJAA.... ....JA.JCJCKAA.. @@ -14483,7 +14521,7 @@ Z = (195, 195, 195) ...D...JAAJA.JJ. ........JA.JA... } -# tile 755 (Scorpius,female) +# tile 757 (Scorpius,female) { .....JLJLJAA.... ....JA.JCJCKAA.. @@ -14502,7 +14540,7 @@ Z = (195, 195, 195) ...D...JAAJA.JJ. ........JA.JA... } -# tile 756 (Master Assassin,male) +# tile 758 (Master Assassin,male) { ................ ................ @@ -14521,7 +14559,7 @@ Z = (195, 195, 195) .....AAA.AAA.... ................ } -# tile 757 (Master Assassin,female) +# tile 759 (Master Assassin,female) { ................ ................ @@ -14540,7 +14578,7 @@ Z = (195, 195, 195) .....AAA.AAA.... ................ } -# tile 758 (Ashikaga Takauji,male) +# tile 760 (Ashikaga Takauji,male) { ................ ................ @@ -14559,7 +14597,7 @@ Z = (195, 195, 195) .....IIA.IIA.... ................ } -# tile 759 (Ashikaga Takauji,female) +# tile 761 (Ashikaga Takauji,female) { ................ ................ @@ -14578,7 +14616,7 @@ Z = (195, 195, 195) .....IIA.IIA.... ................ } -# tile 760 (Lord Surtur,male) +# tile 762 (Lord Surtur,male) { ....PPDDDDAA.... ....PDDDDDDDA... @@ -14597,7 +14635,7 @@ Z = (195, 195, 195) .....BPPABPPAAAA ...LLLLJ.BLLLKAA } -# tile 761 (Lord Surtur,female) +# tile 763 (Lord Surtur,female) { ....PPDDDDAA.... ....PDDDDDDDA... @@ -14616,7 +14654,7 @@ Z = (195, 195, 195) .....BPPABPPAAAA ...LLLLJ.BLLLKAA } -# tile 762 (Anaraxis the Black,male) +# tile 764 (Anaraxis the Black,male) { ................ ......AAA....... @@ -14635,7 +14673,7 @@ Z = (195, 195, 195) AAAAAAAAAAAAAAAA ................ } -# tile 763 (Anaraxis the Black,female) +# tile 765 (Anaraxis the Black,female) { ................ ......AAA....... @@ -14654,7 +14692,7 @@ Z = (195, 195, 195) AAAAAAAAAAAAAAAA ................ } -# tile 764 (student,male) +# tile 766 (student,male) { ................ ................ @@ -14673,7 +14711,7 @@ Z = (195, 195, 195) .....CJJ.JKJ.... ................ } -# tile 765 (student,female) +# tile 767 (student,female) { ................ ................ @@ -14692,7 +14730,7 @@ Z = (195, 195, 195) .....CJJ.JKJ.... ................ } -# tile 766 (chieftain,male) +# tile 768 (chieftain,male) { ................ ................ @@ -14711,7 +14749,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 767 (chieftain,female) +# tile 769 (chieftain,female) { ................ ................ @@ -14730,7 +14768,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 768 (neanderthal,male) +# tile 770 (neanderthal,male) { ................ ................ @@ -14749,7 +14787,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 769 (neanderthal,female) +# tile 771 (neanderthal,female) { ................ ................ @@ -14768,7 +14806,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 770 (High-elf,male) +# tile 772 (High-elf,male) { .........G...... .......GGF...... @@ -14787,7 +14825,7 @@ Z = (195, 195, 195) ......GFAFAA.... .....KLA.LKA.... } -# tile 771 (High-elf,female) +# tile 773 (High-elf,female) { .........G...... .......GGF...... @@ -14806,7 +14844,7 @@ Z = (195, 195, 195) ......GFAFAA.... .....KLA.LKA.... } -# tile 772 (attendant,male) +# tile 774 (attendant,male) { ................ ................ @@ -14825,7 +14863,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 773 (attendant,female) +# tile 775 (attendant,female) { ................ ................ @@ -14844,7 +14882,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 774 (page,male) +# tile 776 (page,male) { ................ ................ @@ -14863,7 +14901,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 775 (page,female) +# tile 777 (page,female) { ................ ................ @@ -14882,7 +14920,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 776 (abbot,male) +# tile 778 (abbot,male) { ................ ................ @@ -14901,7 +14939,7 @@ Z = (195, 195, 195) ....CDCCCDDA.A.. ...CCCCCCCDD.... } -# tile 777 (abbot,female) +# tile 779 (abbot,female) { ................ ................ @@ -14920,7 +14958,7 @@ Z = (195, 195, 195) ....CDCCCDDA.A.. ...CCCCCCCDD.... } -# tile 778 (acolyte,male) +# tile 780 (acolyte,male) { ................ ................ @@ -14939,7 +14977,7 @@ Z = (195, 195, 195) ....LCCCCCDD.... ................ } -# tile 779 (acolyte,female) +# tile 781 (acolyte,female) { ................ ................ @@ -14958,7 +14996,7 @@ Z = (195, 195, 195) ....LCCCCCDD.... ................ } -# tile 780 (hunter,male) +# tile 782 (hunter,male) { ................ ................ @@ -14977,7 +15015,7 @@ Z = (195, 195, 195) ....JPPA.PPA.... ................ } -# tile 781 (hunter,female) +# tile 783 (hunter,female) { ................ ................ @@ -14996,7 +15034,7 @@ Z = (195, 195, 195) ....JPPA.PPA.... ................ } -# tile 782 (thug,male) +# tile 784 (thug,male) { ................ ................ @@ -15015,7 +15053,7 @@ Z = (195, 195, 195) .....KKA.KKA.... ................ } -# tile 783 (thug,female) +# tile 785 (thug,female) { ................ ................ @@ -15034,7 +15072,7 @@ Z = (195, 195, 195) .....KKA.KKA.... ................ } -# tile 784 (ninja,male) +# tile 786 (ninja,male) { ................ ................ @@ -15053,7 +15091,7 @@ Z = (195, 195, 195) .....AAA.AAA.... ................ } -# tile 785 (ninja,female) +# tile 787 (ninja,female) { ................ ................ @@ -15072,7 +15110,7 @@ Z = (195, 195, 195) .....AAA.AAA.... ................ } -# tile 786 (roshi,male) +# tile 788 (roshi,male) { ................ ................ @@ -15091,7 +15129,7 @@ Z = (195, 195, 195) .....PPA.PPA.... ................ } -# tile 787 (roshi,female) +# tile 789 (roshi,female) { ................ ................ @@ -15110,7 +15148,7 @@ Z = (195, 195, 195) .....PPA.PPA.... ................ } -# tile 788 (guide,male) +# tile 790 (guide,male) { ................ ................ @@ -15129,7 +15167,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 789 (guide,female) +# tile 791 (guide,female) { ................ ................ @@ -15148,7 +15186,7 @@ Z = (195, 195, 195) .....LLA.LLA.... ................ } -# tile 790 (warrior,male) +# tile 792 (warrior,male) { .....O....O..... .....NO..ON..... @@ -15167,7 +15205,7 @@ Z = (195, 195, 195) .....KLA.LKA.... ................ } -# tile 791 (warrior,female) +# tile 793 (warrior,female) { .....O....O..... .....NO..ON..... @@ -15186,7 +15224,7 @@ Z = (195, 195, 195) .....KLA.LKA.... ................ } -# tile 792 (apprentice,male) +# tile 794 (apprentice,male) { ................ ................ @@ -15205,7 +15243,7 @@ Z = (195, 195, 195) ....BPPPPPPE.... ................ } -# tile 793 (apprentice,female) +# tile 795 (apprentice,female) { ................ ................ @@ -15224,7 +15262,7 @@ Z = (195, 195, 195) ....BPPPPPPE.... ................ } -# tile 794 (invisible monster, nogender) +# tile 796 (invisible monster, nogender) { ................ ................ diff --git a/win/share/objects.txt b/win/share/objects.txt index 178069340..0af920adf 100644 --- a/win/share/objects.txt +++ b/win/share/objects.txt @@ -468,7 +468,26 @@ Z = (195, 195, 195) NNPA............ .AA............. } -# tile 22 (crossbow bolt) +# tile 22 (arrow of light) +{ + ................ + ..........MM.... + .........MHMN... + .........HMNHN.. + .........NNHNA.. + ........HNAAA... + .......HNA...... + ......HNA....... + .....HNA........ + ....HNA......... + ...HNA.......... + .NHNA........... + .NHHA........... + .HNNA........... + ..AAA........... + ................ +} +# tile 23 (crossbow bolt) { ................ ................ @@ -487,7 +506,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 23 (dart) +# tile 24 (dart) { ................ ................ @@ -506,7 +525,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 24 (throwing star / shuriken) +# tile 25 (throwing star / shuriken) { ................ ................ @@ -525,7 +544,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 25 (boomerang) +# tile 26 (boomerang) { ................ ................ @@ -544,7 +563,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 26 (spear) +# tile 27 (spear) { ................ ..............N. @@ -563,7 +582,7 @@ Z = (195, 195, 195) ..JAA........... ................ } -# tile 27 (runed spear / elven spear) +# tile 28 (runed spear / elven spear) { ................ ..............N. @@ -582,7 +601,7 @@ Z = (195, 195, 195) ..JAA........... ................ } -# tile 28 (crude spear / orcish spear) +# tile 29 (crude spear / orcish spear) { ................ ..............N. @@ -601,7 +620,7 @@ Z = (195, 195, 195) ..JAA........... ................ } -# tile 29 (stout spear / dwarvish spear) +# tile 30 (stout spear / dwarvish spear) { ................ ................ @@ -620,7 +639,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 30 (throwing spear / javelin) +# tile 31 (throwing spear / javelin) { ................ ..............OA @@ -639,7 +658,7 @@ Z = (195, 195, 195) .OA............. ................ } -# tile 31 (trident) +# tile 32 (trident) { ................ ...PA........... @@ -658,7 +677,7 @@ Z = (195, 195, 195) ............JA.. ................ } -# tile 32 (dagger) +# tile 33 (dagger) { ................ ................ @@ -677,7 +696,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 33 (runed dagger / elven dagger) +# tile 34 (runed dagger / elven dagger) { ................ ................ @@ -696,7 +715,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 34 (crude dagger / orcish dagger) +# tile 35 (crude dagger / orcish dagger) { ................ ................ @@ -715,7 +734,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 35 (athame) +# tile 36 (athame) { ................ ................ @@ -734,7 +753,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 36 (scalpel) +# tile 37 (scalpel) { ................ ................ @@ -753,7 +772,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 37 (knife) +# tile 38 (knife) { ................ ................ @@ -772,7 +791,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 38 (worm tooth) +# tile 39 (worm tooth) { ................ ................ @@ -791,7 +810,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 39 (crysknife) +# tile 40 (crysknife) { ................ ................ @@ -810,7 +829,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 40 (axe) +# tile 41 (axe) { ................ .....OPA........ @@ -829,7 +848,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 41 (double-headed axe / battle-axe) +# tile 42 (double-headed axe / battle-axe) { ................ ................ @@ -848,7 +867,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 42 (short sword) +# tile 43 (short sword) { ................ ................ @@ -867,7 +886,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 43 (runed short sword / elven short sword) +# tile 44 (runed short sword / elven short sword) { ................ ................ @@ -886,7 +905,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 44 (crude short sword / orcish short sword) +# tile 45 (crude short sword / orcish short sword) { ................ ................ @@ -905,7 +924,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 45 (broad short sword / dwarvish short sword) +# tile 46 (broad short sword / dwarvish short sword) { ................ ................ @@ -924,7 +943,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 46 (curved sword / scimitar) +# tile 47 (curved sword / scimitar) { ................ ................ @@ -943,7 +962,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 47 (saber) +# tile 48 (saber) { ................ ................ @@ -962,7 +981,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 48 (broadsword) +# tile 49 (broadsword) { ................ ................ @@ -981,7 +1000,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 49 (runed broadsword / elven broadsword) +# tile 50 (runed broadsword / elven broadsword) { ................ ................ @@ -1000,7 +1019,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 50 (long sword) +# tile 51 (long sword) { ................ .............O.. @@ -1019,7 +1038,7 @@ Z = (195, 195, 195) .AAA............ ................ } -# tile 51 (two-handed sword) +# tile 52 (two-handed sword) { ..............N. .............NO. @@ -1038,7 +1057,7 @@ Z = (195, 195, 195) .AAA............ ................ } -# tile 52 (samurai sword / katana) +# tile 53 (samurai sword / katana) { ................ ..............N. @@ -1057,7 +1076,7 @@ Z = (195, 195, 195) ..AA............ ................ } -# tile 53 (long samurai sword / tsurugi) +# tile 54 (long samurai sword / tsurugi) { ................ ................ @@ -1076,7 +1095,7 @@ Z = (195, 195, 195) ..AA............ ................ } -# tile 54 (runed broadsword / runesword) +# tile 55 (runed broadsword / runesword) { ................ .............A.. @@ -1095,7 +1114,7 @@ Z = (195, 195, 195) .PPP............ ................ } -# tile 55 (vulgar polearm / partisan) +# tile 56 (vulgar polearm / partisan) { ................ .............PO. @@ -1114,7 +1133,7 @@ Z = (195, 195, 195) .JJAA........... JJAA............ } -# tile 56 (single-edged polearm / glaive) +# tile 57 (single-edged polearm / glaive) { .............KA. ............KNOA @@ -1133,7 +1152,7 @@ Z = (195, 195, 195) JAA............. AA.............. } -# tile 57 (angled poleaxe / halberd) +# tile 58 (angled poleaxe / halberd) { ................ .........OOOA... @@ -1152,7 +1171,7 @@ Z = (195, 195, 195) JJAA............ JAA............. } -# tile 58 (beaked polearm / bec de corbin) +# tile 59 (beaked polearm / bec de corbin) { ................ ................ @@ -1171,7 +1190,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 59 (broad pick / dwarvish mattock) +# tile 60 (broad pick / dwarvish mattock) { ................ ................ @@ -1190,7 +1209,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 60 (lance) +# tile 61 (lance) { PA.............. .PA............. @@ -1209,7 +1228,7 @@ Z = (195, 195, 195) ..........OA.ONO ..............ON } -# tile 61 (mace) +# tile 62 (mace) { ................ ................ @@ -1228,7 +1247,7 @@ Z = (195, 195, 195) ...A............ ................ } -# tile 62 (morning star) +# tile 63 (morning star) { ................ ................ @@ -1247,7 +1266,7 @@ Z = (195, 195, 195) ......KA........ ................ } -# tile 63 (war hammer) +# tile 64 (war hammer) { ..........O..... .........PPOA... @@ -1266,7 +1285,7 @@ Z = (195, 195, 195) .JA............. ................ } -# tile 64 (club) +# tile 65 (club) { ................ ................ @@ -1285,7 +1304,7 @@ Z = (195, 195, 195) .JA............. ................ } -# tile 65 (rubber hose) +# tile 66 (rubber hose) { ................ ................ @@ -1304,7 +1323,7 @@ Z = (195, 195, 195) ....AAA......... ................ } -# tile 66 (staff / quarterstaff) +# tile 67 (staff / quarterstaff) { ................ .............JK. @@ -1323,7 +1342,7 @@ Z = (195, 195, 195) .JJAA........... ..A............. } -# tile 67 (thonged club / aklys) +# tile 68 (thonged club / aklys) { ................ ................ @@ -1342,7 +1361,7 @@ Z = (195, 195, 195) ......OA.OA..... .......OOA...... } -# tile 68 (flail) +# tile 69 (flail) { ................ ............KJ.. @@ -1361,7 +1380,7 @@ Z = (195, 195, 195) ..JA............ ................ } -# tile 69 (bullwhip) +# tile 70 (bullwhip) { ................ ................ @@ -1380,7 +1399,7 @@ Z = (195, 195, 195) ......AAA....... ................ } -# tile 70 (bow) +# tile 71 (bow) { ................ .....K.......... @@ -1399,7 +1418,7 @@ Z = (195, 195, 195) .....KAA........ ................ } -# tile 71 (runed bow / elven bow) +# tile 72 (runed bow / elven bow) { .....K.......... .....KP......... @@ -1418,7 +1437,7 @@ Z = (195, 195, 195) .....KPAAA...... .....KAA........ } -# tile 72 (crude bow / orcish bow) +# tile 73 (crude bow / orcish bow) { ................ ................ @@ -1437,7 +1456,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 73 (long bow / yumi) +# tile 74 (long bow / yumi) { .....L.......... .....LP......... @@ -1456,7 +1475,7 @@ Z = (195, 195, 195) .....LPAAA...... .....LAA........ } -# tile 74 (sling) +# tile 75 (sling) { ................ ................ @@ -1475,7 +1494,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 75 (crossbow) +# tile 76 (crossbow) { ................ ................ @@ -1494,7 +1513,7 @@ Z = (195, 195, 195) ........OA...... ................ } -# tile 76 (elven helm) +# tile 77 (elven helm) { ................ ................ @@ -1513,7 +1532,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 77 (skull cap / orcish helm) +# tile 78 (skull cap / orcish helm) { ................ ................ @@ -1532,7 +1551,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 78 (hard hat / dwarvish helm) +# tile 79 (hard hat / dwarvish helm) { ................ ................ @@ -1551,7 +1570,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 79 (fedora) +# tile 80 (fedora) { ................ ................ @@ -1570,7 +1589,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 80 (conical hat / cornuthaum) +# tile 81 (conical hat / cornuthaum) { ................ .......E........ @@ -1589,7 +1608,7 @@ Z = (195, 195, 195) ....EEEEEEE..... ................ } -# tile 81 (conical hat / dunce cap) +# tile 82 (conical hat / dunce cap) { ................ .......E........ @@ -1608,7 +1627,7 @@ Z = (195, 195, 195) ....EEEEEEE..... ................ } -# tile 82 (dented pot) +# tile 83 (dented pot) { ................ ................ @@ -1627,7 +1646,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 83 (crystal helmet / helm of brilliance) +# tile 84 (crystal helmet / helm of brilliance) { ................ ................ @@ -1646,7 +1665,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 84 (plumed helmet / helmet) +# tile 85 (plumed helmet / helmet) { .......DID...... ......DIBI...... @@ -1665,7 +1684,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 85 (etched helmet / helm of caution) +# tile 86 (etched helmet / helm of caution) { ................ ................ @@ -1684,7 +1703,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 86 (crested helmet / helm of opposite alignment) +# tile 87 (crested helmet / helm of opposite alignment) { ................ ................ @@ -1703,7 +1722,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 87 (visored helmet / helm of telepathy) +# tile 88 (visored helmet / helm of telepathy) { ................ ................ @@ -1722,7 +1741,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 88 (gray dragon scales) +# tile 89 (gray dragon scales) { ................ ................ @@ -1741,7 +1760,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 89 (gold dragon scales) +# tile 90 (gold dragon scales) { ................ ................ @@ -1760,7 +1779,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 90 (silver dragon scales) +# tile 91 (silver dragon scales) { ................ ................ @@ -1779,7 +1798,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 91 (shimmering dragon scales) +# tile 92 (shimmering dragon scales) { ................ ................ @@ -1798,7 +1817,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 92 (red dragon scales) +# tile 93 (red dragon scales) { ................ ................ @@ -1817,7 +1836,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 93 (white dragon scales) +# tile 94 (white dragon scales) { ................ ................ @@ -1836,7 +1855,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 94 (orange dragon scales) +# tile 95 (orange dragon scales) { ................ ................ @@ -1855,7 +1874,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 95 (black dragon scales) +# tile 96 (black dragon scales) { ................ ................ @@ -1874,7 +1893,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 96 (blue dragon scales) +# tile 97 (blue dragon scales) { ................ ................ @@ -1893,7 +1912,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 97 (green dragon scales) +# tile 98 (green dragon scales) { ................ ................ @@ -1912,7 +1931,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 98 (yellow dragon scales) +# tile 99 (yellow dragon scales) { ................ ................ @@ -1931,7 +1950,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 99 (plate mail) +# tile 100 (plate mail) { ................ ................ @@ -1950,7 +1969,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 100 (crystal plate mail) +# tile 101 (crystal plate mail) { ................ ................ @@ -1969,7 +1988,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 101 (splint mail) +# tile 102 (splint mail) { ................ ................ @@ -1988,7 +2007,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 102 (banded mail) +# tile 103 (banded mail) { ................ ................ @@ -2007,7 +2026,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 103 (chain mail) +# tile 104 (chain mail) { ................ ................ @@ -2026,7 +2045,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 104 (scale mail) +# tile 105 (scale mail) { ................ ................ @@ -2045,7 +2064,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 105 (studded armor) +# tile 106 (studded armor) { ................ ................ @@ -2064,7 +2083,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 106 (ring mail) +# tile 107 (ring mail) { ................ ................ @@ -2083,7 +2102,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 107 (dwarvish ring mail) +# tile 108 (dwarvish ring mail) { ................ ................ @@ -2102,7 +2121,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 108 (elven ring mail) +# tile 109 (elven ring mail) { ................ ...N.N.NO.O.O... @@ -2121,7 +2140,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 109 (crude ring mail / orcish ring mail) +# tile 110 (crude ring mail / orcish ring mail) { ................ ................ @@ -2140,7 +2159,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 110 (light armor) +# tile 111 (light armor) { ................ ................ @@ -2159,7 +2178,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 111 (jacket) +# tile 112 (jacket) { ................ ................ @@ -2178,7 +2197,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 112 (Hawaiian shirt) +# tile 113 (Hawaiian shirt) { ................ ................ @@ -2197,7 +2216,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 113 (T-shirt) +# tile 114 (T-shirt) { ................ ................ @@ -2216,7 +2235,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 114 (mummy wrapping) +# tile 115 (mummy wrapping) { ................ ................ @@ -2235,7 +2254,7 @@ Z = (195, 195, 195) ..N.AAN.NA.OO... ................ } -# tile 115 (faded pall / elven cloak) +# tile 116 (faded pall / elven cloak) { ................ ................ @@ -2254,7 +2273,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 116 (coarse mantelet / orcish cloak) +# tile 117 (coarse mantelet / orcish cloak) { ................ ................ @@ -2273,7 +2292,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 117 (hooded cloak / dwarvish cloak) +# tile 118 (hooded cloak / dwarvish cloak) { ................ ................ @@ -2292,7 +2311,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 118 (slippery cloak / oilskin cloak) +# tile 119 (slippery cloak / oilskin cloak) { ................ ................ @@ -2311,7 +2330,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 119 (robe) +# tile 120 (robe) { ................ ......CCC....... @@ -2330,7 +2349,7 @@ Z = (195, 195, 195) ...ACCCCCCAAA... ....AAAAAAAA.... } -# tile 120 (apron / alchemy smock) +# tile 121 (apron / alchemy smock) { ................ ................ @@ -2349,7 +2368,7 @@ Z = (195, 195, 195) .....NNNNNAA.... ......AAAAA..... } -# tile 121 (plain cloak) +# tile 122 (plain cloak) { ................ ................ @@ -2368,7 +2387,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 122 (tattered cape / cloak of protection) +# tile 123 (tattered cape / cloak of protection) { ................ ................ @@ -2387,7 +2406,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 123 (opera cloak / cloak of invisibility) +# tile 124 (opera cloak / cloak of invisibility) { ................ ......NNN....... @@ -2406,7 +2425,7 @@ Z = (195, 195, 195) ..AANNNNNNAOOAA. ....AAAAAAAAAA.. } -# tile 124 (ornamental cope / cloak of magic resistance) +# tile 125 (ornamental cope / cloak of magic resistance) { ................ ................ @@ -2425,7 +2444,7 @@ Z = (195, 195, 195) ..AAAAAAAAAAAP.. ...PPPPPPPPPPP.. } -# tile 125 (dusty cloak / cloak of displacement) +# tile 126 (dusty cloak / cloak of displacement) { ................ ................ @@ -2444,7 +2463,7 @@ Z = (195, 195, 195) .....PPPPPAA.... .......PPAA..... } -# tile 126 (small shield) +# tile 127 (small shield) { ................ ................ @@ -2463,7 +2482,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 127 (blue and green shield / elven shield) +# tile 128 (blue and green shield / elven shield) { ................ ................ @@ -2482,7 +2501,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 128 (white-handed shield / Uruk-hai shield) +# tile 129 (white-handed shield / Uruk-hai shield) { ................ ...K.KKKJJJ.J... @@ -2501,7 +2520,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 129 (red-eyed shield / orcish shield) +# tile 130 (red-eyed shield / orcish shield) { ................ ................ @@ -2520,7 +2539,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 130 (large shield) +# tile 131 (large shield) { ................ ...N.NNNOOO.O... @@ -2539,7 +2558,7 @@ Z = (195, 195, 195) ........AA...... ................ } -# tile 131 (large round shield / dwarvish roundshield) +# tile 132 (large round shield / dwarvish roundshield) { ................ ................ @@ -2558,7 +2577,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 132 (polished shield / shield of reflection) +# tile 133 (polished shield / shield of reflection) { ................ ................ @@ -2577,7 +2596,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 133 (old gloves / gloves) +# tile 134 (old gloves / gloves) { ................ ................ @@ -2596,7 +2615,7 @@ Z = (195, 195, 195) .........AAA.... ................ } -# tile 134 (padded gloves / gauntlets of fumbling) +# tile 135 (padded gloves / gauntlets of fumbling) { ................ ................ @@ -2615,7 +2634,7 @@ Z = (195, 195, 195) .........AAA.... ................ } -# tile 135 (riding gloves / gauntlets of power) +# tile 136 (riding gloves / gauntlets of power) { ................ ................ @@ -2634,7 +2653,7 @@ Z = (195, 195, 195) .........AAA.... ................ } -# tile 136 (fencing gloves / gauntlets of dexterity) +# tile 137 (fencing gloves / gauntlets of dexterity) { ................ ................ @@ -2653,7 +2672,7 @@ Z = (195, 195, 195) .........AAA.... ................ } -# tile 137 (walking shoes / low boots) +# tile 138 (walking shoes / low boots) { ................ ................ @@ -2672,7 +2691,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 138 (hard shoes / dwarvish boots) +# tile 139 (hard shoes / dwarvish boots) { ................ ................ @@ -2691,7 +2710,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 139 (jackboots / high boots) +# tile 140 (jackboots / high boots) { .......CCKKKK... ......CKAAAAJJ.. @@ -2710,7 +2729,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 140 (combat boots / speed boots) +# tile 141 (combat boots / speed boots) { ................ ................ @@ -2729,7 +2748,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 141 (jungle boots / water walking boots) +# tile 142 (jungle boots / water walking boots) { ................ ................ @@ -2748,7 +2767,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 142 (hiking boots / jumping boots) +# tile 143 (hiking boots / jumping boots) { ................ ................ @@ -2767,7 +2786,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 143 (mud boots / elven boots) +# tile 144 (mud boots / elven boots) { ................ ................ @@ -2786,7 +2805,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 144 (buckled boots / kicking boots) +# tile 145 (buckled boots / kicking boots) { ................ ................ @@ -2805,7 +2824,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 145 (riding boots / fumble boots) +# tile 146 (riding boots / fumble boots) { ................ ................ @@ -2824,7 +2843,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 146 (snow boots / levitation boots) +# tile 147 (snow boots / levitation boots) { ................ ................ @@ -2843,7 +2862,7 @@ Z = (195, 195, 195) ...A.A.A.A.A.A.. ................ } -# tile 147 (wooden / adornment) +# tile 148 (wooden / adornment) { ................ ................ @@ -2862,7 +2881,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 148 (granite / gain strength) +# tile 149 (granite / gain strength) { ................ ................ @@ -2881,7 +2900,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 149 (opal / gain constitution) +# tile 150 (opal / gain constitution) { ................ ................ @@ -2900,7 +2919,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 150 (clay / increase accuracy) +# tile 151 (clay / increase accuracy) { ................ ................ @@ -2919,7 +2938,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 151 (coral / increase damage) +# tile 152 (coral / increase damage) { ................ ................ @@ -2938,7 +2957,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 152 (black onyx / protection) +# tile 153 (black onyx / protection) { ................ ................ @@ -2957,7 +2976,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 153 (moonstone / regeneration) +# tile 154 (moonstone / regeneration) { ................ ................ @@ -2976,7 +2995,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 154 (tiger eye / searching) +# tile 155 (tiger eye / searching) { ................ ................ @@ -2995,7 +3014,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 155 (jade / stealth) +# tile 156 (jade / stealth) { ................ ................ @@ -3014,7 +3033,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 156 (bronze / sustain ability) +# tile 157 (bronze / sustain ability) { ................ ................ @@ -3033,7 +3052,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 157 (agate / levitation) +# tile 158 (agate / levitation) { ................ ................ @@ -3052,7 +3071,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 158 (topaz / hunger) +# tile 159 (topaz / hunger) { ................ ................ @@ -3071,7 +3090,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 159 (sapphire / aggravate monster) +# tile 160 (sapphire / aggravate monster) { ................ ................ @@ -3090,7 +3109,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 160 (ruby / conflict) +# tile 161 (ruby / conflict) { ................ ................ @@ -3109,7 +3128,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 161 (diamond / warning) +# tile 162 (diamond / warning) { ................ ................ @@ -3128,7 +3147,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 162 (pearl / poison resistance) +# tile 163 (pearl / poison resistance) { ................ ................ @@ -3147,7 +3166,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 163 (iron / fire resistance) +# tile 164 (iron / fire resistance) { ................ ................ @@ -3166,7 +3185,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 164 (brass / cold resistance) +# tile 165 (brass / cold resistance) { ................ ................ @@ -3185,7 +3204,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 165 (copper / shock resistance) +# tile 166 (copper / shock resistance) { ................ ................ @@ -3204,7 +3223,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 166 (twisted / free action) +# tile 167 (twisted / free action) { ................ ................ @@ -3223,7 +3242,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 167 (steel / slow digestion) +# tile 168 (steel / slow digestion) { ................ ................ @@ -3242,7 +3261,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 168 (silver / teleportation) +# tile 169 (silver / teleportation) { ................ ................ @@ -3261,7 +3280,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 169 (gold / teleport control) +# tile 170 (gold / teleport control) { ................ ................ @@ -3280,7 +3299,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 170 (ivory / polymorph) +# tile 171 (ivory / polymorph) { ................ ................ @@ -3299,7 +3318,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 171 (emerald / polymorph control) +# tile 172 (emerald / polymorph control) { ................ ................ @@ -3318,7 +3337,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 172 (wire / invisibility) +# tile 173 (wire / invisibility) { ................ ................ @@ -3337,7 +3356,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 173 (engagement / see invisible) +# tile 174 (engagement / see invisible) { ................ ................ @@ -3356,7 +3375,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 174 (shiny / protection from shape changers) +# tile 175 (shiny / protection from shape changers) { ................ ................ @@ -3375,7 +3394,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 175 (glittery / carrying) +# tile 176 (glittery / carrying) { ................ ................ @@ -3394,7 +3413,7 @@ Z = (195, 195, 195) ...N............ ................ } -# tile 176 (circular / amulet of ESP) +# tile 177 (circular / amulet of ESP) { ................ ......LLLLLAA... @@ -3413,7 +3432,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 177 (spherical / amulet of life saving) +# tile 178 (spherical / amulet of life saving) { ................ ......LLLLLAA... @@ -3432,7 +3451,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 178 (oval / amulet of strangulation) +# tile 179 (oval / amulet of strangulation) { ................ ......LLLLLLAA.. @@ -3451,7 +3470,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 179 (triangular / amulet of restful sleep) +# tile 180 (triangular / amulet of restful sleep) { ................ ......LLLLLAA... @@ -3470,7 +3489,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 180 (pyramidal / amulet versus poison) +# tile 181 (pyramidal / amulet versus poison) { ................ ......LLLLLAA... @@ -3489,7 +3508,7 @@ Z = (195, 195, 195) ....KJJJJJJJJA.. .......AAAAAAA.. } -# tile 181 (square / amulet of change) +# tile 182 (square / amulet of change) { ................ ......LLLLLAA... @@ -3508,7 +3527,7 @@ Z = (195, 195, 195) .......AAAAA.... ................ } -# tile 182 (concave / amulet of unchanging) +# tile 183 (concave / amulet of unchanging) { ................ ......LLLLLAA... @@ -3527,7 +3546,7 @@ Z = (195, 195, 195) .......KCCAA.... ........AAA..... } -# tile 183 (hexagonal / amulet of reflection) +# tile 184 (hexagonal / amulet of reflection) { ................ ......LLLLLAA... @@ -3546,7 +3565,7 @@ Z = (195, 195, 195) ........AAA..... ................ } -# tile 184 (octagonal / amulet of magical breathing) +# tile 185 (octagonal / amulet of magical breathing) { ................ ......LLLLLAA... @@ -3565,7 +3584,7 @@ Z = (195, 195, 195) .......KKKAA.... ........AAA..... } -# tile 185 (perforated / amulet of guarding) +# tile 186 (perforated / amulet of guarding) { ................ ......LLLLLAA... @@ -3584,7 +3603,7 @@ Z = (195, 195, 195) .......KKKAA.... ........AAA..... } -# tile 186 (cubical / amulet of flying) +# tile 187 (cubical / amulet of flying) { ................ ......LLLLLAA... @@ -3603,7 +3622,7 @@ Z = (195, 195, 195) ......CKKKKA.... .......AAAAA.... } -# tile 187 (Amulet of Yendor / cheap plastic imitation of the Amulet of Yendor) +# tile 188 (Amulet of Yendor / cheap plastic imitation of the Amulet of Yendor) { ................ ......HHHHHAA... @@ -3622,7 +3641,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 188 (Amulet of Yendor / Amulet of Yendor) +# tile 189 (Amulet of Yendor / Amulet of Yendor) { ................ ......HHHHHAA... @@ -3641,7 +3660,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 189 (large box) +# tile 190 (large box) { ................ ................ @@ -3660,7 +3679,7 @@ Z = (195, 195, 195) CKKKKKKKKKKJAA.. .AAAAAAAAAAAA... } -# tile 190 (chest) +# tile 191 (chest) { ................ ................ @@ -3679,7 +3698,7 @@ Z = (195, 195, 195) CKKKKKKKKKKJAA.. .AAAAAAAAAAAA... } -# tile 191 (ice box) +# tile 192 (ice box) { ................ ................ @@ -3698,7 +3717,7 @@ Z = (195, 195, 195) NBBBBBBBBBBPAA.. .AAAAAAAAAAAA... } -# tile 192 (bag / sack) +# tile 193 (bag / sack) { ................ ................ @@ -3717,7 +3736,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 193 (bag / oilskin sack) +# tile 194 (bag / oilskin sack) { ................ ................ @@ -3736,7 +3755,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 194 (bag / bag of holding) +# tile 195 (bag / bag of holding) { ................ ................ @@ -3755,7 +3774,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 195 (bag / bag of tricks) +# tile 196 (bag / bag of tricks) { ................ ................ @@ -3774,7 +3793,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 196 (key / skeleton key) +# tile 197 (key / skeleton key) { ................ ................ @@ -3793,7 +3812,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 197 (lock pick) +# tile 198 (lock pick) { ................ ................ @@ -3812,7 +3831,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 198 (credit card) +# tile 199 (credit card) { ................ ................ @@ -3831,7 +3850,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 199 (candle / tallow candle) +# tile 200 (candle / tallow candle) { ................ ................ @@ -3850,7 +3869,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 200 (candle / wax candle) +# tile 201 (candle / wax candle) { ................ ................ @@ -3869,7 +3888,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 201 (lantern) +# tile 202 (lantern) { ................ ................ @@ -3888,7 +3907,7 @@ Z = (195, 195, 195) .....AAAAAAA.... ................ } -# tile 202 (lamp / oil lamp) +# tile 203 (lamp / oil lamp) { ................ ................ @@ -3907,7 +3926,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 203 (lamp / magic lamp) +# tile 204 (lamp / magic lamp) { ................ ................ @@ -3926,7 +3945,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 204 (expensive camera) +# tile 205 (expensive camera) { ................ ................ @@ -3945,7 +3964,7 @@ Z = (195, 195, 195) ...PPPPPPPPPPPP. ................ } -# tile 205 (looking glass / mirror) +# tile 206 (looking glass / mirror) { ................ ................ @@ -3964,7 +3983,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 206 (glass orb / crystal ball) +# tile 207 (glass orb / crystal ball) { ................ ................ @@ -3983,7 +4002,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 207 (lenses) +# tile 208 (lenses) { ................ ................ @@ -4002,7 +4021,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 208 (blindfold) +# tile 209 (blindfold) { ................ ................ @@ -4021,7 +4040,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 209 (towel) +# tile 210 (towel) { ................ ................ @@ -4040,7 +4059,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 210 (saddle) +# tile 211 (saddle) { ................ ................ @@ -4059,7 +4078,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 211 (leash) +# tile 212 (leash) { ................ ................ @@ -4078,7 +4097,7 @@ Z = (195, 195, 195) .....AAAA....... ................ } -# tile 212 (stethoscope) +# tile 213 (stethoscope) { ................ ................ @@ -4097,7 +4116,7 @@ Z = (195, 195, 195) ........AAA..... ................ } -# tile 213 (tinning kit) +# tile 214 (tinning kit) { ................ ................ @@ -4116,7 +4135,7 @@ Z = (195, 195, 195) ......AAA....... ................ } -# tile 214 (tin opener) +# tile 215 (tin opener) { ................ ................ @@ -4135,7 +4154,7 @@ Z = (195, 195, 195) ........AA...... ................ } -# tile 215 (can of grease) +# tile 216 (can of grease) { ................ ................ @@ -4154,7 +4173,7 @@ Z = (195, 195, 195) .......AAAA..... ................ } -# tile 216 (figurine) +# tile 217 (figurine) { ................ ................ @@ -4173,7 +4192,7 @@ Z = (195, 195, 195) .....JJJJJAA.... ................ } -# tile 217 (magic marker) +# tile 218 (magic marker) { ................ ................ @@ -4192,7 +4211,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 218 (land mine) +# tile 219 (land mine) { ................ ................ @@ -4211,7 +4230,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 219 (beartrap) +# tile 220 (beartrap) { ................ ................ @@ -4230,7 +4249,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 220 (whistle / pea whistle) +# tile 221 (whistle / pea whistle) { ................ ................ @@ -4249,7 +4268,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 221 (whistle / magic whistle) +# tile 222 (whistle / magic whistle) { ................ ................ @@ -4268,7 +4287,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 222 (flute / mundane flute) +# tile 223 (flute / mundane flute) { ................ ................ @@ -4287,7 +4306,7 @@ Z = (195, 195, 195) ..A............. ................ } -# tile 223 (flute / magic flute) +# tile 224 (flute / magic flute) { ................ ................ @@ -4306,7 +4325,7 @@ Z = (195, 195, 195) ..A............. ................ } -# tile 224 (horn / tooled horn) +# tile 225 (horn / tooled horn) { ................ ................ @@ -4325,7 +4344,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 225 (horn / frost horn) +# tile 226 (horn / frost horn) { ................ ................ @@ -4344,7 +4363,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 226 (horn / fire horn) +# tile 227 (horn / fire horn) { ................ ................ @@ -4363,7 +4382,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 227 (horn / horn of plenty) +# tile 228 (horn / horn of plenty) { ................ ................ @@ -4382,7 +4401,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 228 (harp / mundane harp) +# tile 229 (harp / mundane harp) { ................ ................ @@ -4401,7 +4420,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 229 (harp / magic harp) +# tile 230 (harp / magic harp) { ................ ................ @@ -4420,7 +4439,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 230 (bell) +# tile 231 (bell) { ................ .......KA....... @@ -4439,7 +4458,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 231 (bugle) +# tile 232 (bugle) { ................ ................ @@ -4458,7 +4477,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 232 (drum / leather drum) +# tile 233 (drum / leather drum) { ................ ................ @@ -4477,7 +4496,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 233 (drum / drum of earthquake) +# tile 234 (drum / drum of earthquake) { ................ ................ @@ -4496,7 +4515,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 234 (pick-axe) +# tile 235 (pick-axe) { ................ ................ @@ -4515,7 +4534,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 235 (grappling hook) +# tile 236 (grappling hook) { .............N.. ..............P. @@ -4534,7 +4553,7 @@ Z = (195, 195, 195) ..OOA..OOOA..... ....OOOAA....... } -# tile 236 (unicorn horn) +# tile 237 (unicorn horn) { ................ ................ @@ -4553,7 +4572,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 237 (candelabrum / Candelabrum of Invocation) +# tile 238 (candelabrum / Candelabrum of Invocation) { .......N........ .......D........ @@ -4572,7 +4591,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 238 (engraved silver bell / Bell of Opening) +# tile 239 (engraved silver bell / Bell of Opening) { ................ .......OA....... @@ -4591,7 +4610,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 239 (tripe ration) +# tile 240 (tripe ration) { ................ ................ @@ -4610,7 +4629,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 240 (corpse) +# tile 241 (corpse) { ................ .....D.DPLN..... @@ -4629,7 +4648,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 241 (egg) +# tile 242 (egg) { ................ ................ @@ -4648,7 +4667,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 242 (meatball) +# tile 243 (meatball) { ................ ................ @@ -4667,7 +4686,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 243 (meat stick) +# tile 244 (meat stick) { ................ ................ @@ -4686,7 +4705,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 244 (enormous meatball) +# tile 245 (enormous meatball) { ................ ................ @@ -4705,7 +4724,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 245 (meat ring) +# tile 246 (meat ring) { ................ ................ @@ -4724,7 +4743,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 246 (glob of gray ooze) +# tile 247 (glob of gray ooze) { ................ ................ @@ -4743,7 +4762,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 247 (glob of brown pudding) +# tile 248 (glob of brown pudding) { ................ ................ @@ -4762,7 +4781,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 248 (glob of green slime) +# tile 249 (glob of green slime) { ................ ................ @@ -4781,7 +4800,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 249 (glob of black pudding) +# tile 250 (glob of black pudding) { ................ ................ @@ -4800,7 +4819,7 @@ Z = (195, 195, 195) ...AAA.AAAAA.... ................ } -# tile 250 (kelp frond) +# tile 251 (kelp frond) { ....FA.......... ....FFA......... @@ -4819,7 +4838,7 @@ Z = (195, 195, 195) .....FFFFA...... ......FFFFA..... } -# tile 251 (eucalyptus leaf) +# tile 252 (eucalyptus leaf) { ................ ................ @@ -4838,7 +4857,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 252 (apple) +# tile 253 (apple) { ................ ................ @@ -4857,7 +4876,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 253 (orange) +# tile 254 (orange) { ................ ................ @@ -4876,7 +4895,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 254 (pear) +# tile 255 (pear) { ................ ................ @@ -4895,7 +4914,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 255 (melon) +# tile 256 (melon) { ................ ................ @@ -4914,7 +4933,7 @@ Z = (195, 195, 195) ......AAA....... ................ } -# tile 256 (banana) +# tile 257 (banana) { ................ ................ @@ -4933,7 +4952,7 @@ Z = (195, 195, 195) .....AAAAA...... ................ } -# tile 257 (carrot) +# tile 258 (carrot) { ................ ..........F..F.. @@ -4952,7 +4971,7 @@ Z = (195, 195, 195) ...A............ ................ } -# tile 258 (sprig of wolfsbane) +# tile 259 (sprig of wolfsbane) { ................ ................ @@ -4971,7 +4990,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 259 (clove of garlic) +# tile 260 (clove of garlic) { ................ ................ @@ -4990,7 +5009,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 260 (slime mold) +# tile 261 (slime mold) { ................ ................ @@ -5009,7 +5028,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 261 (lump of royal jelly) +# tile 262 (lump of royal jelly) { ................ ................ @@ -5028,7 +5047,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 262 (cream pie) +# tile 263 (cream pie) { ................ ................ @@ -5047,7 +5066,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 263 (candy bar) +# tile 264 (candy bar) { ................ ................ @@ -5066,7 +5085,7 @@ Z = (195, 195, 195) ....A........... ................ } -# tile 264 (fortune cookie) +# tile 265 (fortune cookie) { ................ ................ @@ -5085,7 +5104,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 265 (pancake) +# tile 266 (pancake) { ................ ................ @@ -5104,7 +5123,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 266 (lembas wafer) +# tile 267 (lembas wafer) { ................ ................ @@ -5123,7 +5142,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 267 (cram ration) +# tile 268 (cram ration) { ................ ...JKA.......... @@ -5142,7 +5161,7 @@ Z = (195, 195, 195) .....AAAAAA..... ................ } -# tile 268 (food ration) +# tile 269 (food ration) { ...JJA.......... ...BPA.......... @@ -5161,7 +5180,7 @@ Z = (195, 195, 195) ....KKKKKKKKKA.. .....AAAAAAAA... } -# tile 269 (K-ration) +# tile 270 (K-ration) { ................ ................ @@ -5180,7 +5199,7 @@ Z = (195, 195, 195) ....KKKKKKKKKA.. .....AAAAAAAA... } -# tile 270 (C-ration) +# tile 271 (C-ration) { ................ ................ @@ -5199,7 +5218,7 @@ Z = (195, 195, 195) ....KKKKKKKKKA.. .....AAAAAAAA... } -# tile 271 (tin) +# tile 272 (tin) { ................ ................ @@ -5218,7 +5237,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 272 (ruby / gain ability) +# tile 273 (ruby / gain ability) { ................ ................ @@ -5237,7 +5256,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 273 (pink / restore ability) +# tile 274 (pink / restore ability) { ................ ................ @@ -5256,7 +5275,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 274 (orange / confusion) +# tile 275 (orange / confusion) { ................ ................ @@ -5275,7 +5294,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 275 (yellow / blindness) +# tile 276 (yellow / blindness) { ................ ................ @@ -5294,7 +5313,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 276 (emerald / paralysis) +# tile 277 (emerald / paralysis) { ................ ................ @@ -5313,7 +5332,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 277 (dark green / speed) +# tile 278 (dark green / speed) { ................ ................ @@ -5332,7 +5351,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 278 (cyan / levitation) +# tile 279 (cyan / levitation) { ................ ................ @@ -5351,7 +5370,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 279 (sky blue / hallucination) +# tile 280 (sky blue / hallucination) { ................ ................ @@ -5370,7 +5389,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 280 (brilliant blue / invisibility) +# tile 281 (brilliant blue / invisibility) { ................ ................ @@ -5389,7 +5408,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 281 (magenta / see invisible) +# tile 282 (magenta / see invisible) { ................ ................ @@ -5408,7 +5427,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 282 (purple-red / healing) +# tile 283 (purple-red / healing) { ................ ................ @@ -5427,7 +5446,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 283 (puce / extra healing) +# tile 284 (puce / extra healing) { ................ ................ @@ -5446,7 +5465,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 284 (milky / gain level) +# tile 285 (milky / gain level) { ................ ................ @@ -5465,7 +5484,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 285 (swirly / enlightenment) +# tile 286 (swirly / enlightenment) { ................ ................ @@ -5484,7 +5503,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 286 (bubbly / monster detection) +# tile 287 (bubbly / monster detection) { ................ ................ @@ -5503,7 +5522,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 287 (smoky / object detection) +# tile 288 (smoky / object detection) { ................ ................ @@ -5522,7 +5541,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 288 (cloudy / gain energy) +# tile 289 (cloudy / gain energy) { ................ ................ @@ -5541,7 +5560,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 289 (effervescent / sleeping) +# tile 290 (effervescent / sleeping) { ................ ................ @@ -5560,7 +5579,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 290 (black / full healing) +# tile 291 (black / full healing) { ................ ................ @@ -5579,7 +5598,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 291 (golden / polymorph) +# tile 292 (golden / polymorph) { ................ ................ @@ -5598,7 +5617,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 292 (brown / booze) +# tile 293 (brown / booze) { ................ ................ @@ -5617,7 +5636,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 293 (fizzy / sickness) +# tile 294 (fizzy / sickness) { ................ ................ @@ -5636,7 +5655,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 294 (dark / fruit juice) +# tile 295 (dark / fruit juice) { ................ ................ @@ -5655,7 +5674,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 295 (white / acid) +# tile 296 (white / acid) { ................ ................ @@ -5674,7 +5693,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 296 (murky / oil) +# tile 297 (murky / oil) { ................ ................ @@ -5693,7 +5712,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 297 (clear / water) +# tile 298 (clear / water) { ................ ................ @@ -5712,7 +5731,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 298 (ZELGO MER / enchant armor) +# tile 299 (ZELGO MER / enchant armor) { ................ ................ @@ -5731,7 +5750,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 299 (JUYED AWK YACC / destroy armor) +# tile 300 (JUYED AWK YACC / destroy armor) { ................ ................ @@ -5750,7 +5769,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 300 (NR 9 / confuse monster) +# tile 301 (NR 9 / confuse monster) { ................ ................ @@ -5769,7 +5788,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 301 (XIXAXA XOXAXA XUXAXA / scare monster) +# tile 302 (XIXAXA XOXAXA XUXAXA / scare monster) { ................ ................ @@ -5788,7 +5807,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 302 (PRATYAVAYAH / remove curse) +# tile 303 (PRATYAVAYAH / remove curse) { ................ ................ @@ -5807,7 +5826,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 303 (DAIYEN FOOELS / enchant weapon) +# tile 304 (DAIYEN FOOELS / enchant weapon) { ................ ................ @@ -5826,7 +5845,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 304 (LEP GEX VEN ZEA / create monster) +# tile 305 (LEP GEX VEN ZEA / create monster) { ................ ................ @@ -5845,7 +5864,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 305 (PRIRUTSENIE / taming) +# tile 306 (PRIRUTSENIE / taming) { ................ ................ @@ -5864,7 +5883,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 306 (ELBIB YLOH / genocide) +# tile 307 (ELBIB YLOH / genocide) { ................ ................ @@ -5883,7 +5902,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 307 (VERR YED HORRE / light) +# tile 308 (VERR YED HORRE / light) { ................ ................ @@ -5902,7 +5921,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 308 (VENZAR BORGAVVE / teleportation) +# tile 309 (VENZAR BORGAVVE / teleportation) { ................ ................ @@ -5921,7 +5940,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 309 (THARR / gold detection) +# tile 310 (THARR / gold detection) { ................ ................ @@ -5940,7 +5959,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 310 (YUM YUM / food detection) +# tile 311 (YUM YUM / food detection) { ................ ................ @@ -5959,7 +5978,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 311 (KERNOD WEL / identify) +# tile 312 (KERNOD WEL / identify) { ................ ................ @@ -5978,7 +5997,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 312 (ELAM EBOW / magic mapping) +# tile 313 (ELAM EBOW / magic mapping) { ................ ................ @@ -5997,7 +6016,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 313 (EGULED EL IOM SERPA / water) +# tile 314 (EGULED EL IOM SERPA / water) { ................ ................ @@ -6016,7 +6035,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 314 (DUAM XNAHT / amnesia) +# tile 315 (DUAM XNAHT / amnesia) { ................ ................ @@ -6035,7 +6054,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 315 (ANDOVA BEGARIN / fire) +# tile 316 (ANDOVA BEGARIN / fire) { ................ ................ @@ -6054,7 +6073,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 316 (KIRJE / earth) +# tile 317 (KIRJE / earth) { ................ ................ @@ -6073,7 +6092,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 317 (VE FORBRYDERNE / punishment) +# tile 318 (VE FORBRYDERNE / punishment) { ................ ................ @@ -6092,7 +6111,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 318 (HACKEM MUCHE / charging) +# tile 319 (HACKEM MUCHE / charging) { ................ ................ @@ -6111,7 +6130,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 319 (VELOX NEB / stinking cloud) +# tile 320 (VELOX NEB / stinking cloud) { ................ ................ @@ -6130,7 +6149,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 320 (FOOBIE BLETCH) +# tile 321 (FOOBIE BLETCH) { ................ ................ @@ -6149,7 +6168,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 321 (TEMOV) +# tile 322 (TEMOV) { ................ ................ @@ -6168,7 +6187,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 322 (GARVEN DEH) +# tile 323 (GARVEN DEH) { ................ ................ @@ -6187,7 +6206,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 323 (READ ME) +# tile 324 (READ ME) { ................ ................ @@ -6206,7 +6225,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 324 (ETAOIN SHRDLU) +# tile 325 (ETAOIN SHRDLU) { ................ ................ @@ -6225,7 +6244,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 325 (LOREM IPSUM) +# tile 326 (LOREM IPSUM) { ................ ................ @@ -6244,7 +6263,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 326 (FNORD) +# tile 327 (FNORD) { ................ ................ @@ -6263,7 +6282,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 327 (KO BATE) +# tile 328 (KO BATE) { ................ ................ @@ -6282,7 +6301,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 328 (ABRA KA DABRA) +# tile 329 (ABRA KA DABRA) { ................ ................ @@ -6301,7 +6320,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 329 (ASHPD SODALG) +# tile 330 (ASHPD SODALG) { ................ ................ @@ -6320,7 +6339,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 330 (ZLORFIK) +# tile 331 (ZLORFIK) { ................ ................ @@ -6339,7 +6358,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 331 (GNIK SISI VLE) +# tile 332 (GNIK SISI VLE) { ................ ................ @@ -6358,7 +6377,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 332 (HAPAX LEGOMENON) +# tile 333 (HAPAX LEGOMENON) { ................ ................ @@ -6377,7 +6396,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 333 (EIRIS SAZUN IDISI) +# tile 334 (EIRIS SAZUN IDISI) { ................ ................ @@ -6396,7 +6415,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 334 (PHOL ENDE WODAN) +# tile 335 (PHOL ENDE WODAN) { ................ ................ @@ -6415,7 +6434,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 335 (GHOTI) +# tile 336 (GHOTI) { ................ ................ @@ -6434,7 +6453,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 336 (MAPIRO MAHAMA DIROMAT) +# tile 337 (MAPIRO MAHAMA DIROMAT) { ................ ................ @@ -6453,7 +6472,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 337 (VAS CORP BET MANI) +# tile 338 (VAS CORP BET MANI) { ................ ................ @@ -6472,7 +6491,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 338 (XOR OTA) +# tile 339 (XOR OTA) { ................ ................ @@ -6491,7 +6510,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 339 (STRC PRST SKRZ KRK) +# tile 340 (STRC PRST SKRZ KRK) { ................ ................ @@ -6510,7 +6529,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 340 (stamped / mail) +# tile 341 (stamped / mail) { ................ ................ @@ -6529,7 +6548,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 341 (unlabeled / blank paper) +# tile 342 (unlabeled / blank paper) { ................ ................ @@ -6548,7 +6567,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 342 (parchment / dig) +# tile 343 (parchment / dig) { ................ ................ @@ -6567,7 +6586,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 343 (vellum / magic missile) +# tile 344 (vellum / magic missile) { ................ ................ @@ -6586,7 +6605,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 344 (ragged / fireball) +# tile 345 (ragged / fireball) { ................ ................ @@ -6605,7 +6624,7 @@ Z = (195, 195, 195) ......OOJJAA.... ................ } -# tile 345 (dog eared / cone of cold) +# tile 346 (dog eared / cone of cold) { ................ ................ @@ -6624,7 +6643,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 346 (mottled / sleep) +# tile 347 (mottled / sleep) { ................ ................ @@ -6643,7 +6662,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 347 (stained / finger of death) +# tile 348 (stained / finger of death) { ................ ................ @@ -6662,7 +6681,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 348 (cloth / light) +# tile 349 (cloth / light) { ................ ................ @@ -6681,7 +6700,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 349 (leathery / detect monsters) +# tile 350 (leathery / detect monsters) { ................ ................ @@ -6700,7 +6719,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 350 (white / healing) +# tile 351 (white / healing) { ................ ................ @@ -6719,7 +6738,7 @@ Z = (195, 195, 195) .......PNNAA.... ................ } -# tile 351 (pink / knock) +# tile 352 (pink / knock) { ................ ................ @@ -6738,7 +6757,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 352 (red / force bolt) +# tile 353 (red / force bolt) { ................ ................ @@ -6757,7 +6776,7 @@ Z = (195, 195, 195) .......DDDAA.... ................ } -# tile 353 (orange / confuse monster) +# tile 354 (orange / confuse monster) { ................ ................ @@ -6776,7 +6795,7 @@ Z = (195, 195, 195) .......CCCAA.... ................ } -# tile 354 (yellow / cure blindness) +# tile 355 (yellow / cure blindness) { ................ ................ @@ -6795,7 +6814,7 @@ Z = (195, 195, 195) .......HHHAA.... ................ } -# tile 355 (velvet / drain life) +# tile 356 (velvet / drain life) { ................ ................ @@ -6814,7 +6833,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 356 (light green / slow monster) +# tile 357 (light green / slow monster) { ................ ................ @@ -6833,7 +6852,7 @@ Z = (195, 195, 195) .......GGGAA.... ................ } -# tile 357 (dark green / wizard lock) +# tile 358 (dark green / wizard lock) { ................ ................ @@ -6852,7 +6871,7 @@ Z = (195, 195, 195) .......FFFAA.... ................ } -# tile 358 (turquoise / create monster) +# tile 359 (turquoise / create monster) { ................ ................ @@ -6871,7 +6890,7 @@ Z = (195, 195, 195) .......FBBAA.... ................ } -# tile 359 (cyan / detect food) +# tile 360 (cyan / detect food) { ................ ................ @@ -6890,7 +6909,7 @@ Z = (195, 195, 195) .......BBBAA.... ................ } -# tile 360 (light blue / cause fear) +# tile 361 (light blue / cause fear) { ................ ................ @@ -6909,7 +6928,7 @@ Z = (195, 195, 195) .......BBBAA.... ................ } -# tile 361 (dark blue / clairvoyance) +# tile 362 (dark blue / clairvoyance) { ................ ................ @@ -6928,7 +6947,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 362 (indigo / cure sickness) +# tile 363 (indigo / cure sickness) { ................ ................ @@ -6947,7 +6966,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 363 (magenta / charm monster) +# tile 364 (magenta / charm monster) { ................ ................ @@ -6966,7 +6985,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 364 (purple / haste self) +# tile 365 (purple / haste self) { ................ ................ @@ -6985,7 +7004,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 365 (violet / detect unseen) +# tile 366 (violet / detect unseen) { ................ ................ @@ -7004,7 +7023,7 @@ Z = (195, 195, 195) .......IIIAA.... ................ } -# tile 366 (tan / levitation) +# tile 367 (tan / levitation) { ................ ................ @@ -7023,7 +7042,7 @@ Z = (195, 195, 195) .......KKKAA.... ................ } -# tile 367 (plaid / extra healing) +# tile 368 (plaid / extra healing) { ................ ................ @@ -7042,7 +7061,7 @@ Z = (195, 195, 195) .......EFDAA.... ................ } -# tile 368 (light brown / restore ability) +# tile 369 (light brown / restore ability) { ................ ................ @@ -7061,7 +7080,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 369 (dark brown / invisibility) +# tile 370 (dark brown / invisibility) { ................ ................ @@ -7080,7 +7099,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 370 (gray / detect treasure) +# tile 371 (gray / detect treasure) { ................ ................ @@ -7099,7 +7118,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 371 (wrinkled / remove curse) +# tile 372 (wrinkled / remove curse) { ................ ................ @@ -7118,7 +7137,7 @@ Z = (195, 195, 195) ......JJKKAA.... ................ } -# tile 372 (dusty / magic mapping) +# tile 373 (dusty / magic mapping) { ................ ................ @@ -7137,7 +7156,7 @@ Z = (195, 195, 195) .KAKA..JJJAA.... ................ } -# tile 373 (copper / turn undead) +# tile 374 (copper / turn undead) { ................ ................ @@ -7156,7 +7175,7 @@ Z = (195, 195, 195) .......JCJAA.... ................ } -# tile 374 (silver / polymorph) +# tile 375 (silver / polymorph) { ................ ................ @@ -7175,7 +7194,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 375 (gold / teleport away) +# tile 376 (gold / teleport away) { ................ ................ @@ -7194,7 +7213,7 @@ Z = (195, 195, 195) .......HHHAA.... ................ } -# tile 376 (glittering / create familiar) +# tile 377 (glittering / create familiar) { ................ ................ @@ -7213,7 +7232,7 @@ Z = (195, 195, 195) .......PPPAN.... .......N........ } -# tile 377 (shining / cancellation) +# tile 378 (shining / cancellation) { ....N........... .......N........ @@ -7232,7 +7251,7 @@ Z = (195, 195, 195) .......PPPAA.... ................ } -# tile 378 (dull / protection) +# tile 379 (dull / protection) { ................ ................ @@ -7251,7 +7270,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 379 (thin / jumping) +# tile 380 (thin / jumping) { ................ ................ @@ -7270,7 +7289,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 380 (thick / stone to flesh) +# tile 381 (thick / stone to flesh) { ................ ................ @@ -7289,7 +7308,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 381 (checkered / chain lightning) +# tile 382 (checkered / chain lightning) { ................ ................ @@ -7308,7 +7327,7 @@ Z = (195, 195, 195) .......AAA...... ................ } -# tile 382 (plain / blank paper) +# tile 383 (plain / blank paper) { ................ ................ @@ -7327,7 +7346,7 @@ Z = (195, 195, 195) .......JJJAA.... ................ } -# tile 383 (paperback / novel) +# tile 384 (paperback / novel) { ................ ................ @@ -7346,7 +7365,7 @@ Z = (195, 195, 195) .......EEEAA.... ................ } -# tile 384 (papyrus / Book of the Dead) +# tile 385 (papyrus / Book of the Dead) { ................ ................ @@ -7365,7 +7384,7 @@ Z = (195, 195, 195) .......AAA...... ................ } -# tile 385 (glass / light) +# tile 386 (glass / light) { ................ ................ @@ -7384,7 +7403,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 386 (balsa / secret door detection) +# tile 387 (balsa / secret door detection) { ................ ................ @@ -7403,7 +7422,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 387 (crystal / enlightenment) +# tile 388 (crystal / enlightenment) { ................ ................ @@ -7422,7 +7441,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 388 (maple / create monster) +# tile 389 (maple / create monster) { ................ ................ @@ -7441,7 +7460,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 389 (pine / wishing) +# tile 390 (pine / wishing) { ................ ................ @@ -7460,7 +7479,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 390 (oak / nothing) +# tile 391 (oak / nothing) { ................ ................ @@ -7479,7 +7498,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 391 (ebony / striking) +# tile 392 (ebony / striking) { ................ ................ @@ -7498,7 +7517,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 392 (marble / make invisible) +# tile 393 (marble / make invisible) { ................ ................ @@ -7517,7 +7536,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 393 (tin / slow monster) +# tile 394 (tin / slow monster) { ................ ................ @@ -7536,7 +7555,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 394 (brass / speed monster) +# tile 395 (brass / speed monster) { ................ ................ @@ -7555,7 +7574,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 395 (copper / undead turning) +# tile 396 (copper / undead turning) { ................ ................ @@ -7574,7 +7593,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 396 (silver / polymorph) +# tile 397 (silver / polymorph) { ................ ................ @@ -7593,7 +7612,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 397 (platinum / cancellation) +# tile 398 (platinum / cancellation) { ................ ................ @@ -7612,7 +7631,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 398 (iridium / teleportation) +# tile 399 (iridium / teleportation) { ................ ................ @@ -7631,7 +7650,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 399 (zinc / opening) +# tile 400 (zinc / opening) { ................ ................ @@ -7650,7 +7669,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 400 (aluminum / locking) +# tile 401 (aluminum / locking) { ................ ................ @@ -7669,7 +7688,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 401 (uranium / probing) +# tile 402 (uranium / probing) { ................ ................ @@ -7688,7 +7707,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 402 (iron / digging) +# tile 403 (iron / digging) { ................ ................ @@ -7707,7 +7726,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 403 (steel / magic missile) +# tile 404 (steel / magic missile) { ................ ................ @@ -7726,7 +7745,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 404 (hexagonal / fire) +# tile 405 (hexagonal / fire) { ................ ................ @@ -7745,7 +7764,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 405 (short / cold) +# tile 406 (short / cold) { ................ ................ @@ -7764,7 +7783,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 406 (runed / sleep) +# tile 407 (runed / sleep) { ................ ................ @@ -7783,7 +7802,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 407 (long / death) +# tile 408 (long / death) { ................ .............NO. @@ -7802,7 +7821,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 408 (curved / lightning) +# tile 409 (curved / lightning) { ................ .......NO....... @@ -7821,7 +7840,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 409 (forked) +# tile 410 (forked) { ................ ................ @@ -7840,7 +7859,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 410 (spiked) +# tile 411 (spiked) { ................ ................ @@ -7859,7 +7878,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 411 (jeweled) +# tile 412 (jeweled) { ................ ................ @@ -7878,7 +7897,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 412 (gold) +# tile 413 (gold) { ................ ................ @@ -7897,7 +7916,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 413 (gilded) +# tile 414 (gilded) { ................ ................ @@ -7916,7 +7935,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 414 (gold piece) +# tile 415 (gold piece) { ................ ................ @@ -7935,7 +7954,7 @@ Z = (195, 195, 195) .........HA..... ...........HA... } -# tile 415 (white / dilithium crystal) +# tile 416 (white / dilithium crystal) { ................ ................ @@ -7954,7 +7973,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 416 (white / diamond) +# tile 417 (white / diamond) { ................ ................ @@ -7973,7 +7992,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 417 (red / ruby) +# tile 418 (red / ruby) { ................ ................ @@ -7992,7 +8011,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 418 (orange / jacinth) +# tile 419 (orange / jacinth) { ................ ................ @@ -8011,7 +8030,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 419 (blue / sapphire) +# tile 420 (blue / sapphire) { ................ ................ @@ -8030,7 +8049,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 420 (black / black opal) +# tile 421 (black / black opal) { ................ ................ @@ -8049,7 +8068,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 421 (green / emerald) +# tile 422 (green / emerald) { ................ ................ @@ -8068,7 +8087,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 422 (green / turquoise) +# tile 423 (green / turquoise) { ................ ................ @@ -8087,7 +8106,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 423 (yellow / citrine) +# tile 424 (yellow / citrine) { ................ ................ @@ -8106,7 +8125,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 424 (green / aquamarine) +# tile 425 (green / aquamarine) { ................ ................ @@ -8125,7 +8144,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 425 (yellowish brown / amber) +# tile 426 (yellowish brown / amber) { ................ ................ @@ -8144,7 +8163,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 426 (yellowish brown / topaz) +# tile 427 (yellowish brown / topaz) { ................ ................ @@ -8163,7 +8182,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 427 (black / jet) +# tile 428 (black / jet) { ................ ................ @@ -8182,7 +8201,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 428 (white / opal) +# tile 429 (white / opal) { ................ ................ @@ -8201,7 +8220,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 429 (yellow / chrysoberyl) +# tile 430 (yellow / chrysoberyl) { ................ ................ @@ -8220,7 +8239,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 430 (red / garnet) +# tile 431 (red / garnet) { ................ ................ @@ -8239,7 +8258,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 431 (violet / amethyst) +# tile 432 (violet / amethyst) { ................ ................ @@ -8258,7 +8277,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 432 (red / jasper) +# tile 433 (red / jasper) { ................ ................ @@ -8277,7 +8296,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 433 (violet / fluorite) +# tile 434 (violet / fluorite) { ................ ................ @@ -8296,7 +8315,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 434 (black / obsidian) +# tile 435 (black / obsidian) { ................ ................ @@ -8315,7 +8334,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 435 (orange / agate) +# tile 436 (orange / agate) { ................ ................ @@ -8334,7 +8353,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 436 (green / jade) +# tile 437 (green / jade) { ................ ................ @@ -8353,7 +8372,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 437 (white / worthless piece of white glass) +# tile 438 (white / worthless piece of white glass) { ................ ................ @@ -8372,7 +8391,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 438 (blue / worthless piece of blue glass) +# tile 439 (blue / worthless piece of blue glass) { ................ ................ @@ -8391,7 +8410,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 439 (red / worthless piece of red glass) +# tile 440 (red / worthless piece of red glass) { ................ ................ @@ -8410,7 +8429,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 440 (yellowish brown / worthless piece of yellowish brown glass) +# tile 441 (yellowish brown / worthless piece of yellowish brown glass) { ................ ................ @@ -8429,7 +8448,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 441 (orange / worthless piece of orange glass) +# tile 442 (orange / worthless piece of orange glass) { ................ ................ @@ -8448,7 +8467,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 442 (yellow / worthless piece of yellow glass) +# tile 443 (yellow / worthless piece of yellow glass) { ................ ................ @@ -8467,7 +8486,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 443 (black / worthless piece of black glass) +# tile 444 (black / worthless piece of black glass) { ................ ................ @@ -8486,7 +8505,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 444 (green / worthless piece of green glass) +# tile 445 (green / worthless piece of green glass) { ................ ................ @@ -8505,7 +8524,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 445 (violet / worthless piece of violet glass) +# tile 446 (violet / worthless piece of violet glass) { ................ ................ @@ -8524,7 +8543,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 446 (gray / luckstone) +# tile 447 (gray / luckstone) { ................ ................ @@ -8543,7 +8562,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 447 (gray / touchstone) +# tile 448 (gray / touchstone) { ................ ................ @@ -8562,7 +8581,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 448 (gray / thiefstone) +# tile 449 (gray / thiefstone) { ................ ................ @@ -8581,7 +8600,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 449 (gray / flint) +# tile 450 (gray / flint) { ................ ................ @@ -8600,7 +8619,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 450 (rock) +# tile 451 (rock) { ................ ................ @@ -8619,7 +8638,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 451 (boulder) +# tile 452 (boulder) { ................ ................ @@ -8638,7 +8657,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 452 (statue) +# tile 453 (statue) { ................ ........JJ...... @@ -8657,7 +8676,7 @@ Z = (195, 195, 195) .....JJJJJJAA... ................ } -# tile 453 (heavy iron ball) +# tile 454 (heavy iron ball) { ................ ................ @@ -8676,7 +8695,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 454 (iron chain) +# tile 455 (iron chain) { ................ ................ @@ -8695,7 +8714,7 @@ Z = (195, 195, 195) ...........PP.PA ............AA.. } -# tile 455 (splash of venom / splash of blinding venom) +# tile 456 (splash of venom / splash of blinding venom) { ................ ................ @@ -8714,7 +8733,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 456 (splash of venom / splash of acid venom) +# tile 457 (splash of venom / splash of acid venom) { ................ ................