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-rw-r--r--lib/mods/theme/edit/a_info.txt228
-rw-r--r--lib/mods/theme/edit/ab_info.txt6
-rw-r--r--lib/mods/theme/edit/ba_info.txt46
-rw-r--r--lib/mods/theme/edit/d_info.txt5
-rw-r--r--lib/mods/theme/edit/e_info.txt22
-rw-r--r--lib/mods/theme/edit/k_info.txt52
-rw-r--r--lib/mods/theme/edit/ow_info.txt5
-rw-r--r--lib/mods/theme/edit/p_info.txt19
-rw-r--r--lib/mods/theme/edit/r_info.txt4
-rw-r--r--lib/mods/theme/edit/st_info.txt14
-rw-r--r--lib/mods/theme/edit/t_basic.txt66
-rw-r--r--lib/mods/theme/edit/t_gondol.txt5
-rw-r--r--lib/mods/theme/file/elvish.txt218
-rw-r--r--lib/mods/theme/help/advanced.hlp5
-rw-r--r--lib/mods/theme/help/c_merch.txt29
-rw-r--r--lib/mods/theme/help/command.txt27
-rw-r--r--lib/mods/theme/help/defines.txt1
-rw-r--r--lib/mods/theme/help/lua.hlp34
-rw-r--r--lib/mods/theme/help/lua_gf.txt45
-rw-r--r--lib/mods/theme/help/lua_intr.txt133
-rw-r--r--lib/mods/theme/help/lua_mon.txt535
-rw-r--r--lib/mods/theme/help/lua_play.txt1225
-rw-r--r--lib/mods/theme/help/lua_pow.txt266
-rw-r--r--lib/mods/theme/help/lua_ques.txt299
-rw-r--r--lib/mods/theme/help/lua_skil.txt342
-rw-r--r--lib/mods/theme/help/lua_spel.txt2150
-rw-r--r--lib/mods/theme/help/lua_util.txt898
-rw-r--r--lib/mods/theme/help/macrofaq.txt16
-rw-r--r--lib/mods/theme/help/option.txt69
-rw-r--r--lib/mods/theme/pref/graf-ami.prf64
-rw-r--r--lib/mods/theme/pref/graf-dos.prf15
-rw-r--r--lib/mods/theme/pref/graf-ibm.prf6237
-rw-r--r--lib/mods/theme/pref/graf-iso.prf5963
-rw-r--r--lib/mods/theme/pref/graf-mac.prf15
-rw-r--r--lib/mods/theme/pref/graf-new.prf6934
-rw-r--r--lib/mods/theme/pref/graf-sdl.prf37
-rw-r--r--lib/mods/theme/pref/graf-win.prf16
-rw-r--r--lib/mods/theme/pref/graf-x11.prf37
-rw-r--r--lib/mods/theme/pref/graf-xxx.prf3267
-rw-r--r--lib/mods/theme/pref/graf.prf51
-rw-r--r--lib/mods/theme/user/all.prf48
41 files changed, 172 insertions, 29276 deletions
diff --git a/lib/mods/theme/edit/a_info.txt b/lib/mods/theme/edit/a_info.txt
index e2a312c5..fa1cb4bb 100644
--- a/lib/mods/theme/edit/a_info.txt
+++ b/lib/mods/theme/edit/a_info.txt
@@ -40,7 +40,7 @@ W:20:10:10:10000
P:0:1d1:0:0:0
F:ACTIVATE | SEARCH | LITE3 | LUCK
F:INSTA_ART | HIDE_TYPE
-a:HARDCORE=LIGHT
+a:LIGHT
D:A small crystal phial, with the light of Earendil's Star contained inside.
D:Its light is imperishable, and near it darkness cannot endure.
@@ -53,7 +53,7 @@ W:30:25:5:32500
P:0:1d1:0:0:0
F:ACTIVATE | SEE_INVIS | HOLD_LIFE |
F:INSTA_ART | SPEED | LITE3 | LITE1 | HIDE_TYPE
-a:HARDCORE=MAP_LIGHT
+a:MAP_LIGHT
Z:detect curses
D:The shining Star of the West, a famed heirloom of Elendil's house.
D:A white diamond set as a star in a silver fillet to be bound at the
@@ -68,7 +68,7 @@ W:50:50:5:50000
P:0:1d1:0:0:0
F:ACTIVATE | SEE_INVIS | HOLD_LIFE | RES_CHAOS | HIDE_TYPE | LUCK
F:INSTA_ART | SPEED | RES_LITE | RES_DARK | ESP_ORC | LITE3 | SPECIAL_GENE
-a:HARDCORE=THRAIN
+a:THRAIN
D:A great globe seemingly filled with moonlight, the famed Heart of the
D:Mountain, which splinters the light that falls upon it into a thousand
D:glowing shards.
@@ -94,7 +94,7 @@ F:INT | WIS | CHR | SEARCH | INFRA | HIDE_TYPE |
F:SEE_INVIS | FREE_ACT | ACTIVATE |
F:RES_ACID | RES_COLD | RES_ELEC |
F:INSTA_ART
-a:HARDCORE=DISP_EVIL
+a:DISP_EVIL
D:The ancient heirloom of Ingwe, high lord of the Vanyar, against whom nothing
D:of evil could stand.
@@ -108,7 +108,7 @@ W:70:50:3:75000
F:STR | CON | DEX | INFRA | HIDE_TYPE | RES_FEAR |
F:SEE_INVIS | FREE_ACT | REGEN | LITE3 | SPEED |
F:INSTA_ART | SPECIAL_GENE
-a:HARDCORE=DIM_DOOR
+a:DIM_DOOR
D:A carencet of gold, set with a multitude of shining gems of
D:Valinor. Despite its size, its weight seems as that of gossamer.
@@ -133,7 +133,7 @@ W:50:25:2:75000
F:STR | INT | WIS | DEX | CON | CHR | STEALTH | HIDE_TYPE |
F:RES_POIS | RES_DARK | ACTIVATE | SEE_INVIS | SEARCH |
F:INSTA_ART
-a:HARDCORE=BARAHIR
+a:BARAHIR
D:A ring shaped into twinned serpents with eyes of emerald meeting beneath
D:a crown of flowers, an ancient treasure of Isildur's house.
@@ -146,7 +146,7 @@ I:24:30:5
W:90:60:300:500000
P:0:5d7:18:25:0
F:CRIT | HIDE_TYPE | KILL_DEMON | SHOW_MODS | VORPAL | WOUNDING | ACTIVATE
-a:HARDCORE=TULKAS
+a:TULKAS
D:The great axe of Tuor, Thudder-Sharp is its name. The axe that smote
D:both a heavy dint as of a club and cleft as a sword. When it was swung
D:by the hands of Tuor, it sang like the rush of eagle's wings in the
@@ -164,7 +164,7 @@ F:ACTIVATE | FREE_ACT | SEE_INVIS |
F:SUST_STR | SUST_CON | SUST_WIS | SUST_CHR | SPECIAL_GENE |
F:IM_FIRE | RES_NETHER | RES_FEAR | REGEN |
F:INSTA_ART
-a:HARDCORE=NARYA
+a:NARYA
D:The Ring of Fire, set with a ruby that glows like flame. Narya is one
D:of the three Rings of Power created by the Elves and hidden by them from
D:Sauron.
@@ -181,7 +181,7 @@ F:ACTIVATE | HOLD_LIFE | FREE_ACT | SEE_INVIS |
F:SUST_INT | SUST_WIS | SUST_CHR |
F:IM_COLD | RES_BLIND | STEALTH | ESP_ALL |
F:INSTA_ART
-a:HARDCORE=NENYA
+a:NENYA
D:The Ring of Adamant, with a pure white stone as centrepiece. Nenya is one
D:of the three Rings of Power created by the Elves and hidden by them from
D:Sauron.
@@ -199,7 +199,7 @@ F:FEATHER | SLOW_DIGEST | REGEN |
F:SUST_STR | SUST_DEX | SUST_CON |
F:IM_ELEC | RES_POIS | RES_DISEN |
F:INSTA_ART
-a:HARDCORE=VILYA
+a:VILYA
D:The Ring of Sapphire, with clear blue gems that shine like stars,
D:glittering untouchable despite all that Sauron ever wrought. Vilya is
D:one of the three Rings of Power created by the Elves and hidden by them
@@ -221,7 +221,7 @@ F:SUST_INT | SUST_WIS | SUST_CHR |
F:RES_BLIND | RES_POIS | RES_DISEN | RES_NETHER | ESP_ALL |
F:DRAIN_MANA | DRAIN_HP | DRAIN_EXP |
F:INSTA_ART
-a:HARDCORE=POWER
+a:POWER
Z:change the world
D:"Ash nazg durbatuluk, ash nazg gimbatul, ash nazg thrakatuluk agh
D:burzum-ishi krimpatul". Unadorned, made of massive gold,
@@ -251,7 +251,7 @@ W:15:12:15:20000
P:0:1d1:0:0:0
F:ACTIVATE | SPECIAL_GENE | EASY_USE | LITE1 |
F:INSTA_ART
-a:HARDCORE=STONE_LORE
+a:STONE_LORE
D:The key to the tower of Saruman, which fills your mind
D:with images of knowledge and dreadful understanding. It
D:is not a regular key - it is a perfectly round stone
@@ -268,7 +268,7 @@ F:FREE_ACT | IM_ELEC | SPECIAL_GENE |
F:RES_FIRE | RES_COLD | RES_POIS | RES_LITE | RES_DARK |
F:LITE1 | SEE_INVIS | AGGRAVATE | ESP_DRAGON
F:ACTIVATE
-a:HARDCORE=RAZORBACK
+a:RAZORBACK
D:A massive suit of heavy dragon scales deeply saturated with many colours.
D:It throbs with angry energies. May-cloud it is called, after the
D:element lightning which courses through it with unusual vigour.
@@ -285,7 +285,7 @@ F:RES_NETHER | RES_NEXUS | RES_CHAOS | RES_LITE | RES_DARK | ULTIMATE |
F:RES_SHARDS | RES_SOUND | RES_DISEN | RES_BLIND | RES_CONF |
F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD | SPECIAL_GENE
F:ACTIVATE
-a:HARDCORE=BLADETURNER
+a:BLADETURNER
D:A suit of tilkal, set with scales of every colour, surrounded in a nimbus
D:of perfectly untramelled yet inextricably intermingled and utterly mastered
D:powers elemental and ethereal.
@@ -312,7 +312,7 @@ F:CON |
F:HOLD_LIFE | SUST_CON | ESP_UNDEAD | RES_CONF | RES_FEAR |
F:RES_ACID | RES_COLD | RES_DARK | RES_NETHER | RES_NEXUS | RES_CHAOS |
F:ACTIVATE
-a:HARDCORE=CURE_1000
+a:CURE_1000
D:A suit of imperishable galvorn, with unconquerable strength to endure evil
D:and disruptive magics. It protects the life force of its wearer like
D:nothing else can. Eol the Dark Elf made it in secret for his son, but
@@ -355,7 +355,7 @@ F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_POIS |
F:HOLD_LIFE | RES_DARK | RES_FEAR |
F:SEE_INVIS |
F:ACTIVATE
-a:HARDCORE=BELEGENNON
+a:BELEGENNON
D:This wondrous suit of fine-linked chain shimmers as though of pure silver.
D:It stands untouched amidst the fury of the elements, and a power of
D:concealment rests within.
@@ -370,7 +370,7 @@ P:35:2d4:-3:0:25
F:STR | CHR | HIDE_TYPE | ESP_ORC
F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_DARK |
F:RES_DISEN | ACTIVATE
-a:HARDCORE=GENOCIDE
+a:GENOCIDE
D:A shimmering suit of true-silver, forged long ago by dwarven smiths of
D:legend. It gleams with purest white as you gaze upon it, and mighty are
D:its powers to protect and banish.
@@ -397,7 +397,7 @@ W:25:9:270:40000
P:16:1d4:-2:0:20
F:INT | WIS | CON | HIDE_TYPE |
F:RES_ACID | RES_POIS | RES_CONF | ACTIVATE
-a:HARDCORE=DEST_DOOR
+a:DEST_DOOR
D:A hauberk, leggings, and sleeves of interlocking steel rings, strategically
D:reinforced at vital locations with a second layer of chain. Magics to
D:enhance body and mind lie within, and no door can hope to resist the wearer.
@@ -412,7 +412,7 @@ I:32:8:10
W:50:80:50:20000
P:6:1d3:0:0:10
F:ACTIVATE | HIDE_TYPE | INFRA | LITE2 | LITE3 | SEARCH
-a:HARDCORE=SUNLIGHT
+a:SUNLIGHT
D:The shining helm that Gil-galad, legendary Elven-king, wore in battle.
# The Leather Jerkin of Tom Bombadil
@@ -504,7 +504,7 @@ F:STR | CON | HIDE_TYPE | BRAND_ACID | RES_ACID | LITE1 | DRAIN_MANA |
F:SLAY_ORC | KILL_DEMON | SLAY_TROLL | ACTIVATE | SHOW_MODS
F:MUST2H
f:MUST2H
-a:HARDCORE=HURIN
+a:HURIN
D:Wielded by Hurin Thalion in the Fifth Battle of Beleriand, this
D:troll-bane smoked in the black blood of Gothmog's guards.
@@ -588,7 +588,7 @@ P:8:1d3:0:0:20
F:STR | DEX | CON | HIDE_TYPE |
F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_LITE | RES_BLIND |
F:LITE1 | SEE_INVIS | ESP_DRAGON | ESP_THUNDERLORD | ACTIVATE
-a:HARDCORE=GORLIM
+a:GORLIM
D:The legendary dragon helm of Turin Turambar, an object of dread to the
D:servants of Morgoth.
@@ -600,7 +600,7 @@ W:20:5:75:100000
P:5:1d3:0:0:10
F:INT | WIS | SEARCH | HIDE_TYPE |
F:RES_BLIND | SEE_INVIS | ACTIVATE
-a:HARDCORE=DETECT_ALL
+a:DETECT_ALL
D:A famous helm of forged iron granting extraordinary powers of mind and
D:awareness.
@@ -616,7 +616,7 @@ F:SEE_INVIS | NO_MAGIC | HEAVY_CURSE | TY_CURSE
F:RES_DISEN | RES_FEAR | FREE_ACT | RES_ACID | RES_FIRE | RES_POIS |
F:IM_COLD | ACTIVATE | DRAIN_HP |
F:TELEPORT | CURSED
-a:HARDCORE=GORLIM
+a:GORLIM
D:A headpiece, gaudy and barbaric, that betrayed a warrior when he most
D:needed succor.
@@ -630,7 +630,7 @@ P:0:1d1:0:0:15
F:STR | WIS | CON | HIDE_TYPE | SPEED | RES_CONF | RES_SOUND |
F:RES_COLD | RES_FIRE | RES_LITE | RES_BLIND | RES_ELEC | RES_CHAOS |
F:LITE1 | SEE_INVIS | REGEN | ACTIVATE
-a:HARDCORE=CURE_700
+a:CURE_700
D:The shining winged circlet brought by Elendil from dying Numenor, emblem of
D:Gondor through an age of the world.
@@ -646,7 +646,7 @@ F:INT | DEX | CHR | SEARCH | SPEED | HIDE_TYPE |
F:SEE_INVIS | FREE_ACT | RES_DARK | RES_BLIND |
F:RES_SHARDS | RES_SOUND | RES_LITE | RES_COLD |
F:LITE1 | ACTIVATE | DRAIN_MANA
-a:HARDCORE=NUMENOR
+a:NUMENOR
D:A crown of massive gold, set with wondrous jewels of thought and warding,
D:worn by the kings of ancient Numenor. Its wearer may go into battle
D:always knowing what he faces - unless his own folly blinds him to the
@@ -661,7 +661,7 @@ I:35:1:0
W:60:90:10:40000
P:1:0d0:0:0:20
F:ACTIVATE | IM_ACID | IM_COLD | IM_ELEC | IM_FIRE | RES_POIS
-a:HARDCORE=COLLUIN
+a:COLLUIN
D:A cape worn by a hero from Valinor, a land utterly beyond the strife
D:of the elements.
@@ -673,7 +673,7 @@ W:5:25:10:13000
P:1:0d0:0:0:4
F:INT | WIS | SPEED | STEALTH | HIDE_TYPE |
F:RES_ACID | ACTIVATE
-a:HARDCORE=SLEEP
+a:SLEEP
D:This elven-grey mantle possesses great powers of tranquility and of
D:concealment, and grants the wearer the knowledge and understanding of
D:the Sindar.
@@ -687,7 +687,7 @@ W:10:50:10:35000
P:1:0d0:0:0:18
F:DEX | CHR | HIDE_TYPE |
F:FREE_ACT | RES_ACID | RES_FIRE | RES_COLD | ACTIVATE
-a:HARDCORE=RECHARGE
+a:RECHARGE
D:A sable-hued cloak, with glowing elven-runes to restore magic showing calm
D:and clear as moonlight on still water.
@@ -712,7 +712,7 @@ W:5:20:10:11000
P:1:0d0:0:0:15
F:STEALTH | SPEED | RES_NEXUS |
F:RES_ACID | ACTIVATE
-a:HARDCORE=TELEPORT
+a:TELEPORT
D:A crystal-blue cape of fine silk worn by a silent messenger of
D:the forces of Law. Somehow, its wearer is always able to escape
D:trouble.
@@ -726,7 +726,7 @@ W:40:40:5:55000
P:6:0d0:0:0:20
F:INT | WIS | CHR | HIDE_TYPE | SPEED | STEALTH | INVIS | LUCK
F:RES_ACID | RES_FIRE | RES_COLD | SPECIAL_GENE | ACTIVATE | SPELL_CONTAIN | WIELD_CAST
-a:HARDCORE=REST_LIFE
+a:REST_LIFE
D:The opaque midnight folds, inset with a multitude of tiny diamonds, of
D:this cloak swirl around you and you feel a hint, a fragment of the
D:knowledge and power to restore that lay in Luthien, the most beautiful
@@ -775,7 +775,7 @@ W:10:3:5:30000
P:1:0d0:0:0:10
F:FREE_ACT | RES_LITE | SUST_CON | LITE1 | ACTIVATE
F:SPECIAL_GENE
-a:HARDCORE=BO_MISS_1
+a:BO_MISS_1
D:These gloves glow so brightly as to light the way for their owner and cast
D:magical bolts with great frequency.
@@ -787,7 +787,7 @@ W:10:5:25:33000
P:2:1d1:0:0:15
F:RES_FIRE | ACTIVATE |
F:SUST_STR | STR | REGEN | SPELL_CONTAIN | WIELD_CAST
-a:HARDCORE=BO_FIRE_1
+a:BO_FIRE_1
D:A fiery set of gauntlets that can even shoot fire from the user's
D:hands. Wrought by Curufin's people, they guard the wearer's
D:strength and enhance it.
@@ -800,7 +800,7 @@ W:10:5:25:33000
P:2:1d1:0:0:15
F:RES_COLD | ACTIVATE |
F:SUST_CON | CON | REGEN | SPELL_CONTAIN | WIELD_CAST
-a:HARDCORE=BO_COLD_1
+a:BO_COLD_1
D:A set of handgear so icy as to be able to fire frost bolts. Wrought by
D:Finrod Felagund himself, it is inscribed with runes that guard and
D:boost health.
@@ -813,7 +813,7 @@ W:10:5:25:33000
P:2:1d1:0:0:15
F:RES_ELEC | ACTIVATE | FREE_ACT |
F:SUST_DEX | DEX | SPELL_CONTAIN | WIELD_CAST
-a:HARDCORE=BO_ELEC_1
+a:BO_ELEC_1
D:A set of handgear wrought by the Galadhrim. Sparks surround it, enabling
D:the wearer to fire bolts of electricity. Ever has lightning improved and
D:protected agility, and these gauntlets are no exception.
@@ -826,7 +826,7 @@ W:10:5:25:33000
P:2:1d1:0:0:15
F:RES_ACID | ACTIVATE |
F:SUST_CHR | CHR | SPELL_CONTAIN | WIELD_CAST
-a:HARDCORE=BO_ACID_1
+a:BO_ACID_1
D:Mighty was the woodcraft of the Laiquendi, for they learned to control the
D:element of acid to a level theretofore unknown. This set of handgear is so
D:corrosive that it may fire bolts of acid.
@@ -852,7 +852,7 @@ W:40:15:40:110000
P:5:1d1:10:10:20
F:DEX | HIDE_TYPE | LUCK
F:FREE_ACT | RES_ACID | ACTIVATE | SHOW_MODS
-a:HARDCORE=BO_MISS_2
+a:BO_MISS_2
Z:magic missile
D:The hand-sheathing of Fingolfin, warrior-king of Elves and Men, who gave
D:Morgoth seven mighty wounds and pain that will last forever.
@@ -866,7 +866,7 @@ W:40:120:40:300000
P:3:1d1:0:0:20
F:SPEED | HIDE_TYPE |
F:RES_NEXUS | ACTIVATE
-a:HARDCORE=SPEED
+a:SPEED
D:This wondrous pair of leather boots once sped Feanor, creator of the
D:Silmarils and the mightiest of the Eldar, along the Grinding Ice and to
D:Middle-earth at last.
@@ -881,7 +881,7 @@ P:2:1d1:0:0:15
F:DEX | HIDE_TYPE | CHR | SUST_CHR |
F:ACTIVATE | FREE_ACT |
F:RES_NETHER | RES_CHAOS | RES_CONF | SUST_CON
-a:HARDCORE=CURE_POISON
+a:CURE_POISON
D:A pair of high-laced shoes, strong against the powers of corruption and
D:withering, that grant the wearer extraordinary agility.
@@ -949,7 +949,7 @@ I:23:4:0
W:4:100:12:12000
P:0:1d4:4:6:0
F:ACTIVATE | BRAND_FIRE | LEVELS | LITE1 | RES_FIRE | SHOW_MODS
-a:HARDCORE=BO_FIRE_1
+a:BO_FIRE_1
D:The blade of Samwise Gamgee, chosen by him from the hoard of the
D:Barrow-wights. A fiery dagger finely balanced for deadly throws.
@@ -960,7 +960,7 @@ I:23:4:0
W:3:100:12:11000
P:0:1d4:4:6:0
F:ACTIVATE | BRAND_COLD | LEVELS | RES_COLD | SHOW_MODS
-a:HARDCORE=BO_COLD_1
+a:BO_COLD_1
D:The blade of Peregrin Took, chosen by him from the hoard of the
D:Barrow-wights. A frosty dagger finely balanced for deadly throws.
@@ -971,7 +971,7 @@ I:23:4:0
W:5:100:12:13000
P:0:1d4:4:6:0
F:BRAND_ELEC | RES_ELEC | ACTIVATE | SHOW_MODS | LEVELS
-a:HARDCORE=BO_ELEC_1
+a:BO_ELEC_1
D:The blade of Meriadoc Brandybuck, chosen by him from the hoard of
D:the Barrow-wights. A dagger covered in sparks and finely balanced
D:for deadly throws.
@@ -983,7 +983,7 @@ I:23:4:0
W:5:40:12:35000
P:0:2d4:4:3:0
F:SLAY_ORC | RES_POIS | RES_DISEN | ACTIVATE | SHOW_MODS | BRAND_POIS
-a:HARDCORE=BA_POIS_1
+a:BA_POIS_1
D:A large stiletto dagger that glistens with odourless poison, to which the
D:wearer seems oddly immune.
@@ -998,7 +998,7 @@ F:DEX | HIDE_TYPE | SPEED | BLOWS |
F:BRAND_COLD | RES_COLD |
F:SEE_INVIS | SLOW_DIGEST | REGEN |
F:ACTIVATE | SHOW_MODS | BRAND_POIS
-a:HARDCORE=BELANGIL
+a:BELANGIL
D:A frosty dagger surrounded in a nimbus of ice with a hilt of elk horn and
D:an edge to wound the wind.
@@ -1160,7 +1160,7 @@ I:23:17:2
W:60:40:130:300000
P:0:3d5:8:9:0
F:ACTIVATE | ESP_EVIL | FREE_ACT | HIDE_TYPE | INT | RES_CONF | RES_DARK | SHOW_MODS | VORPAL
-a:HARDCORE=CURE_INSANITY
+a:CURE_INSANITY
D:The ancient blade of Theoden, King of the Mark. It was taken from
D:the king by Grima the Wormtongue, and hidden from him in a dusty
D:chest. It was once instrumental in restoring the King's wits from
@@ -1176,7 +1176,7 @@ F:SPEED | HIDE_TYPE | RES_FEAR | BLESSED |
F:SLAY_EVIL | BRAND_COLD | SLAY_UNDEAD | KILL_DEMON | SLAY_TROLL |
F:FREE_ACT | RES_COLD | RES_LITE | LITE1 | SEE_INVIS | SLOW_DIGEST | REGEN |
F:ACTIVATE | SHOW_MODS
-a:HARDCORE=BA_COLD_2
+a:BA_COLD_2
D:The weapon of Fingolfin, High King of the Noldor; it shines like a column
D:of ice lit by light unquenchable. Morgoth came but unwillingly to meet it
D:of old; his lame foot will remind him of its might should he meet it again.
@@ -1192,7 +1192,7 @@ F:STR | DEX | HIDE_TYPE | RES_FEAR | FREE_ACT | BLESSED | LUCK
F:SLAY_EVIL | BRAND_FIRE | SLAY_TROLL | SLAY_ORC | FREE_ACT |
F:RES_FIRE | SUST_DEX | SEE_INVIS | ACTIVATE | SHOW_MODS | LITE1 |
F:RES_DISEN | SPECIAL_GENE
-a:HARDCORE=BA_FIRE_1
+a:BA_FIRE_1
D:The famed "Flame of the West", the sword that was broken and is forged
D:again. It glows with the essence of fire, its wearer is mighty in combat,
D:and no creature of Sauron can withstand it. It will never be stained or
@@ -1321,7 +1321,7 @@ W:20:15:180:40000
P:0:2d6:8:10:0
F:WIS | CON | HIDE_TYPE |
F:SLAY_DRAGON | ESP_EVIL | ESP_UNDEAD | SLOW_DIGEST | ACTIVATE | SHOW_MODS
-a:HARDCORE=DRAIN_2
+a:DRAIN_2
D:The narrow axe head of this weapon, finely balanced by a crow's beak,
D:would pierce even the armour of Smaug, and its wielder becomes aware of
D:the minds of their enemies.
@@ -1381,7 +1381,7 @@ F:BRAND_COLD | BRAND_ELEC | LITE1 |
F:SLAY_TROLL | SLAY_ORC | SLAY_GIANT | KILL_UNDEAD |
F:FREE_ACT | RES_COLD | RES_ELEC | RES_LITE |
F:SLOW_DIGEST | ACTIVATE | BLESSED | SHOW_MODS
-a:HARDCORE=BA_ELEC_2
+a:BA_ELEC_2
D:The mighty spear of Gil-galad, famed as "Snow-point" in the songs of
D:Elves, against which all the foul corruptions of Sauron dashed in vain.
D:The spear is inscribed with Tengwar runes, reading "Gil-galad ech vae
@@ -1401,7 +1401,7 @@ F:BRAND_FIRE |
F:SLAY_GIANT | SLAY_EVIL | SLAY_DEMON | SLAY_UNDEAD | SLAY_DRAGON |
F:RES_FIRE | RES_LITE | HOLD_LIFE | RES_FEAR | FEATHER | ESP_GIANT |
F:SEE_INVIS | ACTIVATE | BLESSED | SHOW_MODS
-a:HARDCORE=STONE_MUD
+a:STONE_MUD
D:A magical spear, rumoured to have been forged by Orome himself
D:in the coldest reach of the cruel Redhorn.
@@ -1460,7 +1460,7 @@ F:STR | INT | WIS | DEX | CON | CHR | HIDE_TYPE |
F:SLAY_EVIL | BRAND_COLD | KILL_DEMON | SLAY_UNDEAD | ESP_NONLIVING
F:SLAY_ORC | FREE_ACT | IM_COLD | SEE_INVIS | ACTIVATE |
F:BLESSED | SHOW_MODS
-a:HARDCORE=MASS_GENO
+a:MASS_GENO
D:The axe of Eonwe, leader of the Hosts of the West before the gates of
D:Thangorodrim, strikes with icy wrath at the undead, disperses hosts of
D:evil at a word, and grants Maia-like powers of body and mind.
@@ -1490,7 +1490,7 @@ W:30:15:170:21000
P:0:2d8:4:3:0
F:STR | DEX | HIDE_TYPE |
F:SLAY_TROLL | SLAY_ORC | ACTIVATE | SHOW_MODS
-a:HARDCORE=CURE_MW
+a:CURE_MW
D:A superbly crafted double-bladed axe that slays the creatures of earth and
D:allows rapid recovery from their blows.
@@ -1547,7 +1547,7 @@ F:DEX | HIDE_TYPE |
F:SLAY_DRAGON | SLAY_ANIMAL | FREE_ACT | HOLD_LIFE | IM_ACID |
F:RES_NETHER | SEE_INVIS | SLOW_DIGEST | REGEN | ACTIVATE |
F:BLESSED | SHOW_MODS | WATER_BREATH
-a:HARDCORE=TELE_AWAY
+a:TELE_AWAY
D:The awesome weapon imbued with some of the power of the Vala Ulmo,
D:Lord of Waters. It allows the wearer to laugh in scorn at the dread
D:powers of the undead, and be utterly in command of the element of water.
@@ -1563,7 +1563,7 @@ F:BRAND_COLD | BRAND_FIRE | FREE_ACT | RES_FIRE | RES_COLD |
F:RES_LITE | SEE_INVIS | ACTIVATE | SHOW_MODS |
F:COULD2H
f:COULD2H
-a:HARDCORE=RECALL
+a:RECALL
D:With elemental powers whose struggles turn this weapon red and purest
D:white, this shining reaper bears within it a power of going forth and
D:returning.
@@ -1597,7 +1597,7 @@ F:RES_COLD | SEE_INVIS | ESP_ALL | AGGRAVATE | SHOW_MODS | INSTA_ART |
F:LEVELS | ACTIVATE | SPECIAL_GENE |
F:MUST2H
f:MUST2H
-a:HARDCORE=GROND
+a:GROND
D:The mighty Hammer of the Underworld, blackened by doomspells of shattering,
D:whose wielder holds the lives of all Morgoth's servants in his hand.
@@ -1612,7 +1612,7 @@ F:SLAY_EVIL | BRAND_FIRE | RES_FIRE | RES_CONF | ACTIVATE |
F:SHOW_MODS | LITE1 |
F:COULD2H
f:COULD2H
-a:HARDCORE=CONFUSE
+a:CONFUSE
D:A flail whose head befuddles those who stare as you whirl it around, and
D:becomes a fiery comet as you bring it down.
@@ -1651,7 +1651,7 @@ I:21:12:0
W:20:100:150:35000
P:0:2d6:5:7:2
F:BRAND_FIRE | IM_FIRE | ACTIVATE | SHOW_MODS | LITE1
-a:HARDCORE=FIRESTAR
+a:FIRESTAR
D:A famed battle-lord of old, with a ruddy head, coloured as embers are that
D:can yet rise up in wrath.
@@ -1665,7 +1665,7 @@ P:0:3d4:12:12:0
F:KILL_DRAGON | BRAND_ELEC | IM_ELEC | ACTIVATE | SHOW_MODS |
F:COULD2H
f:COULD2H
-a:HARDCORE=SPEED
+a:SPEED
D:A great ridged mace that calls around you a nimbus of living lightning;
D:you remain utterly untouched even as fat sparks arc around your
D:fingers and eyebrows.
@@ -1709,7 +1709,7 @@ W:20:18:150:20000
P:0:1d9:3:5:0
F:INT | WIS | HIDE_TYPE | ESP_EVIL | SPELL_CONTAIN | WIELD_CAST
F:SLAY_EVIL | RES_LITE | SEE_INVIS | ACTIVATE | SHOW_MODS
-a:HARDCORE=ID_PLAIN
+a:ID_PLAIN
D:The radiant golden staff of an Istari of legend, this wizard's companion
D:grants keen sight and the knowledge of many hidden things.
@@ -1723,7 +1723,7 @@ P:0:2d9:10:13:0
F:INT | WIS | CHR | HIDE_TYPE | SEARCH | BRAND_FIRE |
F:SLAY_EVIL | BRAND_FIRE | SLAY_TROLL | SLAY_ORC | SPELL_CONTAIN | WIELD_CAST
F:HOLD_LIFE | RES_FIRE | RES_NETHER | SEE_INVIS | ACTIVATE | SHOW_MODS
-a:HARDCORE=DETECT_XTRA
+a:DETECT_XTRA
D:A staff tall and sturdy, with rough-hewn runes that invoke the element of
D:Earth, and which strikes down all creatures who live in the shadow of
D:mountains.
@@ -1757,7 +1757,7 @@ F:BRAND_COLD | SLAY_ORC | RES_COLD | RES_LITE | REGEN |
F:ACTIVATE | SHOW_MODS | ESP_ORC | ESP_TROLL | ESP_GIANT |
F:COULD2H
f:COULD2H
-a:HARDCORE=TURMIL
+a:TURMIL
D:Wielded by the High Priest of Meneltarma, this great mace gleams coldly as
D:though moonlit, and it can strike as mighty a blow spiritually as
D:physically.
@@ -1809,7 +1809,7 @@ W:50:25:110:50000
P:0:0d0:10:14:0
F:SPEED | HIDE_TYPE |
F:RES_FIRE | ACTIVATE | SHOW_MODS
-a:HARDCORE=CUBRAGOL
+a:CUBRAGOL
D:A crossbow that grants fiery speed to he who finds it, and from which
D:shoot bolts that blaze with flame unquenchable.
@@ -1826,7 +1826,7 @@ F:SEE_INVIS | ESP_EVIL | ESP_DEMON | NEVER_BLOW | INFRA |
F:PRECOGNITION | IM_FIRE | ULTIMATE | SPELL_CONTAIN | WIELD_CAST |
F:COULD2H
f:COULD2H
-a:HARDCORE=GANDALF
+a:GANDALF
D:A simple, wooden wizard's staff. Unremarkable in all aspects...
D:except that it pulses with overwhelming power.
@@ -1926,7 +1926,7 @@ I:14:59:2
W:50:10:30:40000
P:0:1d1:0:0:0
F:ACTIVATE | CHR | INFRA | INSTA_ART | LUCK | STEALTH | SUST_CHR | TUNNEL
-a:HARDCORE=CHARM_OTHERS
+a:CHARM_OTHERS
Z:remove fear
D:This magical instrument once belonged to Thorin Oakenshield,
D:a mighty dwarf warrior of old. The sounds emanating from it
@@ -1941,7 +1941,7 @@ I:32:8:3
W:40:5:20:55000
P:10:2d4:0:0:0
F:ACTIVATE | DEX | HIDE_TYPE | HOLD_LIFE | REGEN | RES_FEAR | SUST_CON | SUST_DEX | SUST_STR
-a:HARDCORE=TERROR
+a:TERROR
D:Mighty was Thorin Oakenshield as he emerged from the Gate of the
D:Lonely Mountain on the day of the Battle of the Five Armies, clad
D:in shining armour, part of which was this helm. He gleamed like
@@ -1996,7 +1996,7 @@ W:50:15:200:55000
P:0:3d4:5:0:0
F:STR | TUNNEL | SUST_STR | HIDE_TYPE | LITE1 | ACTIVATE | CLIMB
F:RES_CHAOS | RES_LITE | RES_DARK
-a:HARDCORE=EREBOR
+a:EREBOR
D:A pick that provides a magical light by which to see while tunnelling.
@@ -2007,7 +2007,7 @@ I:14:58:4
W:19:10:15:10000
P:0:3d4:0:0:0
F:ACTIVATE | STEALTH | SEARCH | INFRA | RES_POIS | RES_DARK
-a:HARDCORE=DRUEDAIN
+a:DRUEDAIN
D:The fabled Drum of the Druedain that will protect those who play it
D:from darkness and poison attacks. It also aids in the seeing of
D:warm-blooded creatures.
@@ -2020,7 +2020,7 @@ I:14:60:2
W:14:10:15:80000
P:0:3d4:0:0:0
F:ACTIVATE | CHR | WIS | ESP_DRAGON
-a:HARDCORE=ROHAN
+a:ROHAN
D:A horn carved from the bones of the Dragon of Ered-Mithrin, this
D:heirloom of the House of Eorl bestows to its user the gifts of
D:courage and command.
@@ -2033,7 +2033,7 @@ I:14:60:2
W:16:10:15:15000
P:0:3d4:0:0:0
F:ACTIVATE | STR | CON | IM_COLD | RES_NETHER | RES_FEAR
-a:HARDCORE=HELM
+a:HELM
D:Heedless of cold, fearless of darkness -- besiegers fled at the wind
D:of the solitary coming of King Helm Hammerhand, proclaimed by a single
D:horn-blast in the dead of winter.
@@ -2046,7 +2046,7 @@ I:14:60:3
W:18:10:15:18000
P:0:3d4:0:0:0
F:ACTIVATE | STR | CON | RES_FEAR | RES_FIRE | AGGRAVATE
-a:HARDCORE=BOROMIR
+a:BOROMIR
D:The great horn made of the horns of kine of Araw. It is inlaid with silver
D:and gold signs; when blown, it can be heard for miles over. The horn gives
D:courage and endurance to its wearer, provided that secrecy is not desired.
@@ -2060,7 +2060,7 @@ I:22:28:-4
W:30:8:250:30000
P:0:3d8:14:19:0
F:BRAND_FIRE | IM_FIRE | CHR | ACTIVATE | SHOW_MODS | CURSED | TY_CURSE
-a:HARDCORE=AXE_GOTHMOG
+a:AXE_GOTHMOG
D:The black axe of Gothmog, which struck Fingon at Nirnaeth. Mighty
D:spells of evil make it unsafe in any hands but those of its original wielder.
@@ -2088,7 +2088,7 @@ F:SLAY_EVIL | SLAY_UNDEAD | SLAY_DEMON | SLAY_TROLL | SLAY_DEMON |
F:FREE_ACT | RES_FIRE | RES_DARK | LITE1 | SEE_INVIS | SLOW_DIGEST | REGEN |
F:ACTIVATE | SHOW_MODS | BLESSED |
F:PRECOGNITION | NO_MAGIC | ULTIMATE | SPECIAL_GENE
-a:HARDCORE=ERU
+a:ERU
D:A warm light bathes this translucent blade. The power of the fates are
D:at the command of its wielder as the weapon passes Supreme Judgment on
D:the inhabitants of Angband.
@@ -2114,7 +2114,7 @@ W:10:10:5:20000
P:0:0d0:20:0:0
F:INFRA | SEARCH | HIDE_TYPE |
F:XTRA_SHOTS | SHOW_MODS | ACTIVATE | SPECIAL_GENE
-a:SPELL=Artifact Maggot
+a:MAGGOT
D:This ordinary seeming leather sling has been raised to legendary
D:status amongst generations of hobbit children. Farmer Maggot's
D:ability to notice and strike any mushroom thief anywhere within
@@ -2205,7 +2205,7 @@ P:0:2d7:20:14:0
F:DEX | SEARCH | SLAY_ORC | ACTIVATE | HIDE_TYPE | SHOW_MODS |
F:COULD2H
f:COULD2H
-a:HARDCORE=ORCHAST
+a:ORCHAST
D:Forged by the dwarves of Khazad-dum in a time of desperation,
D:this axe turned many a battle against the invading orcs.
@@ -2218,7 +2218,7 @@ W:45:20:45:34000
P:0:2d6:34:22:0
F:DEX | STEALTH | VAMPIRIC | KILL_UNDEAD | RES_DARK | HIDE_TYPE |
F:SHOW_MODS | SEE_INVIS | ACTIVATE | DRAIN_EXP
-a:HARDCORE=NIGHT
+a:NIGHT
D:Found on an unmarked grave after a violent storm, this hatchet
D:has a sinister aura of darkness and decay.
@@ -2230,7 +2230,7 @@ W:70:20:300:28400
P:0:5d7:31:27:0
F:STR | SLAY_ANIMAL | SUST_STR | RES_SHARDS | RES_NEXUS | FEATHER |
F:HIDE_TYPE | SHOW_MODS | ACTIVATE | DRAIN_HP
-a:HARDCORE=NATUREBANE
+a:NATUREBANE
D:Used by the orcs in their battle at Dagor Bragollach against the elves, this
D:axe has a bloodthirst for nature.
@@ -2254,7 +2254,7 @@ W:20:5:75:100000
P:6:1d3:0:0:20
F:LITE1 | HIDE_TYPE | SPECIAL_GENE | LUCK |
F:AUTO_ID | ACTIVATE
-a:HARDCORE=KNOWLEDGE
+a:KNOWLEDGE
D:This helm, designed by Petty-Dwarves ages ago to act as the brain of a
D:long lost project, is made of finest glass. Its light banishes all secrets,
D:and makes audible whispers from the deceased.
@@ -2317,7 +2317,7 @@ I:37:4:2
W:20:3:220:32000
P:14:1d4:3:5:11
F:ACTIVATE | ESP_TROLL | HIDE_TYPE | LITE1 | REGEN | RES_FEAR | SHOW_MODS | STR | SUST_STR
-a:HARDCORE=GORLIM
+a:GORLIM
D:This sturdy mail shirt was a gift from the nobility of Gondor to the halfling
D:Peregrin Took. It enables a warrior to fight more capably and cling to life when
D:others would be killed. It also reveals enemies (especially trolls) hiding in the
@@ -2334,7 +2334,7 @@ F:RES_NEXUS | RES_CHAOS | AGGRAVATE | REGEN |
F:RES_SHARDS | RES_SOUND | RES_DISEN | RES_CONF |
F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD |
F:ACTIVATE
-a:HARDCORE=MEDIATOR
+a:MEDIATOR
D:A mighty suit of dragon armour, set with the scales of dragons of both
D:Law and Chaos, and with power over both. Loknare means Dragonblaze.
@@ -2345,7 +2345,7 @@ I:36:6:0
W:50:20:100:35000
P:6:0d0:0:0:15
F:RES_CHAOS | RES_NETHER | RES_POIS | ACTIVATE
-a:HARDCORE=PROT_EVIL
+a:PROT_EVIL
D:Contained within this studded cuirass of pliable leather is the memory of
D:unvanquished Himring, defiant fortress surrounded by the legions of Morgoth.
@@ -2373,7 +2373,7 @@ F:ACTIVATE |
F:LITE1 | WIS | CHR | SEARCH | LUCK
F:RES_ELEC | RES_ACID | RES_DISEN | RES_DARK | HIDE_TYPE |
F:SUST_WIS | SUST_DEX | SUST_CHR
-a:HARDCORE=GILGALAD
+a:GILGALAD
D:The legendary shield of Gil-Galad, who fought his way to the gates of
D:the Dark Tower, and with whom came light even to Gorgoroth.
@@ -2387,7 +2387,7 @@ P:3:1d1:0:0:18
F:INT | DEX | CHR | SPELL | SEARCH |
F:RES_FIRE | RES_ACID | RES_DISEN | RES_SHARDS |
F:ACTIVATE
-a:HARDCORE=CELEBRIMBOR
+a:CELEBRIMBOR
D:This once belonged to Celebrimbor, maker of the Rings of Power. One who
D:knows both fire and acid, from the business of forging and engraving, will
D:fear neither: nor have his enchantments ever faded. Celebrimbor was even
@@ -2404,7 +2404,7 @@ P:0:4d1:18:18:0
F:STR | CON | XTRA_MIGHT | AGGRAVATE |
F:RES_LITE | RES_DARK | RES_BLIND | RES_ELEC |
F:HIDE_TYPE | ACTIVATE | SHOW_MODS
-a:HARDCORE=UMBAR
+a:UMBAR
D:A great brazen arbalest with arms of gleaming steel, shooting quarrels with
D:speed and power for those brave enough to risk betrayal.
@@ -2450,7 +2450,7 @@ F:TUNNEL | INFRA | SEARCH | STR | ESP_ORC | CLIMB |
F:SLAY_ORC | SLAY_TROLL | SLAY_GIANT | SLAY_DRAGON |
F:BRAND_ACID | RES_ACID | RES_DARK | RES_DISEN |
F:ACTIVATE
-a:HARDCORE=STONE_MUD
+a:STONE_MUD
D:Wielded by Nain of the Iron Hills at the Battle of Azanulbizar, this great
D:mattock brought victory to the Dwarves over Azog's Orcs - though Nain
D:himself fell at the last, even with victory already assured.
@@ -2467,7 +2467,7 @@ F:SLAY_EVIL | SLAY_UNDEAD | ACTIVATE |
F:RES_FIRE | RES_ELEC | RES_NETHER | RES_DISEN | HOLD_LIFE |
F:COULD2H
f:COULD2H
-a:HARDCORE=FUNDIN
+a:FUNDIN
D:The weapon of one of the great dwarven priests, with powers
D:to preserve body, soul and enchantments, and the bane of those
D:who seek life beyond death.
@@ -2482,7 +2482,7 @@ P:4:1d2:0:0:15
F:ACTIVATE |
F:STR | CON | SUST_STR | SUST_CON | HIDE_TYPE |
F:RES_FEAR | RES_BLIND | RES_POIS | AGGRAVATE
-a:HARDCORE=HARADRIM
+a:HARADRIM
D:A great shield from the far lands of the South, whose wielder
D:will go charging into battle heedless of danger, with the
D:strength and endurance of a madman. Nor will he fear poison, for
@@ -2500,7 +2500,7 @@ F:RES_NEXUS | RES_BLIND | RES_SOUND |
F:KILL_DRAGON | SLAY_ANIMAL | BRAND_POIS | BRAND_ELEC |
F:COULD2H
f:COULD2H
-a:HARDCORE=SKULLCLEAVER
+a:SKULLCLEAVER
D:This mighty bludgeon brings destruction to all around it, and is the
D:bane of dragons and magic. Skull-cleaver (or head-cleaver) it is called.
@@ -2512,7 +2512,7 @@ W:55:35:25:40000
P:3:1d1:0:0:15
F:INT | MANA | FREE_ACT | FEATHER | RES_ELEC | RES_DARK | RES_POIS |
F:ACTIVATE | LUCK | SPELL_CONTAIN | WIELD_CAST
-a:HARDCORE=EOL
+a:EOL
D:The iron-shod gauntlets of the Dark Elven smith Eol, tingling with magics
D:that he could channel in battle.
@@ -2581,7 +2581,7 @@ I:35:2:3
W:10:10:10:12500
P:4:0d0:0:0:16
F:ACTIVATE | CHR | DEX | HIDE_TYPE | INVIS | LUCK | SEARCH | STEALTH
-a:HARDCORE=CURE_HUNGER
+a:CURE_HUNGER
D:This simple-looking cloak, dyed in hues that blend into the woodlands, was a gift
D:from the elves of Lothlorien to the halfling Peregrin Took. Its wearer has an
D:uncanny knack for making friends, escaping bonds, moving among enemies completely
@@ -2597,7 +2597,7 @@ P:0:3d4:0:0:0
F:ACTIVATE | BLESSED | CHR | ESP_UNDEAD | FREE_ACT |
F:HIDE_TYPE | HOLD_LIFE | LIFE | LUCK | RES_FEAR |
F:RES_SOUND | SEARCH | SEE_INVIS | STEALTH | SUST_CHR
-a:HARDCORE=PROT_EVIL
+a:PROT_EVIL
D:This small, serviceable wooden harp once belonged to Tom Bombadil--
D:a mysterious figure whose song prevented the Wight-King from
D:attacking Frodo and his companions. Its music still inspires
@@ -2615,7 +2615,7 @@ F:HIDE_TYPE | INFRA | INT | MANA | RES_COLD | RES_ELEC |
F:RES_FIRE | RES_MORGUL | SEARCH | SEE_INVIS | SHOW_MODS |
F:SLAY_ANIMAL | SLAY_EVIL | SPELL | SPELL_CONTAIN |
F:STEALTH | WATER_BREATH | WIELD_CAST | WIS
-a:SPELL=Artifact Radagast
+a:RADAGAST
Z:grow trees
D:Rumoured to be a gift from Yavanna to Radagast the Brown, this
D:plain-seeming oak staff shields its bearer against the elements
@@ -2634,7 +2634,7 @@ P:0:3d4:0:0:0
F:ACTIVATE | BLESSED | CON | ESP_ANIMAL | ESP_EVIL |
F:FREE_ACT | HIDE_TYPE | LUCK | RES_CONF | RES_FEAR |
F:RES_SOUND | SEARCH | SEE_INVIS | STEALTH
-a:SPELL=Artifact Valaroma
+a:VALAROMA
D:This heavenly instrument, wrought from gleaming silver, most
D:often appears in the hands of the Valarin huntsman Orome; yet
D:he may lend mortal champions the horn from time to time. Its
@@ -2651,7 +2651,7 @@ P:1:0d0:0:0:25
F:ACTIVATE | CHR | FLY | HIDE_TYPE | IM_ELEC | INFRA |
F:LITE1 | MAGIC_BREATH | RES_COLD | RES_DARK | RES_LITE |
F:SEARCH | SEE_INVIS | SUST_CHR
-a:HARDCORE=GILGALAD
+a:GILGALAD
D:This deep-blue velvet cloak, embroidered with silvery stars, sheds a
D:celestial light that reveals hidden things and bestows unearthly
D:beauty. It also wards off damage from elements of the skies, and
@@ -2694,7 +2694,7 @@ W:60:30:50:50000
P:0:0d0:0:0:0
F:ACTIVATE | ESP_UNDEAD | HIDE_TYPE | INSTA_ART | INVIS |
F:LITE1 | RES_CHAOS | RES_DARK | RES_NETHER | STEALTH
-a:HARDCORE=SUMMON_UNDEAD
+a:SUMMON_UNDEAD
D:A large banner of pure black, strangely gleaming with a dark light
D:that is faint and at the same time so bright it attracts attention.
@@ -2707,7 +2707,7 @@ W:60:80:12:60000
P:0:1d4:5:5:0
F:ACTIVATE | HIDE_TYPE | INT | MANA | SHOW_MODS | SPEED |
F:SPELL | SPELL_CONTAIN | WIELD_CAST
-a:HARDCORE=BA_COLD_1
+a:BA_COLD_1
Z:weigh magic
D:A white quarterstaff that faintly gleams a pale white, it once belonged
D:to one of the most powerful beings on Middle-Earth, Saruman the White.
@@ -2723,7 +2723,7 @@ W:60:80:20:2000000
P:2:0d0:-40:-40:36
F:ACTIVATE | HIDE_TYPE | IM_COLD | IM_ELEC | SPEED | SPELL_CONTAIN |
F:SUST_CHR | SUST_CON | SUST_DEX | SUST_INT | SUST_STR | WIELD_CAST
-a:HARDCORE=BA_ELEC_2
+a:BA_ELEC_2
D:The white robe of the Istari wizard Curunir, known on Middle-earth as
D:Saruman the White and Saruman of Many Colours. Imbued with cold and
D:lightning used in the creation of the Fire of Orthanc, it grants the
@@ -2737,7 +2737,7 @@ I:19:23:10
W:30:10:110:40000
P:0:0d0:5:7:0
F:ACTIVATE | HIDE_TYPE | RES_COLD | SHOW_MODS | STEALTH
-a:HARDCORE=RUNE_EXPLO
+a:RUNE_EXPLO
D:The bow of Brand, last King of Dale. It was given to him
D:as a gift by the King under the Mountain of Erebor, and
D:has access to an especially secret realm of Dwarven lore.
@@ -2766,7 +2766,7 @@ F:ACTIVATE | AUTO_CURSE | CURSED | DRAIN_EXP | DRAIN_MANA |
F:ESP_EVIL | HEAVY_CURSE | HIDE_TYPE | INSTA_ART | LITE2 |
F:LITE3 | RES_CHAOS | RES_DARK | RES_FIRE | RES_LITE |
F:RES_NETHER | RES_NEXUS | RES_SHARDS | SEE_INVIS | STR
-a:HARDCORE=INVULN
+a:INVULN
Z:banish evil
D:A Silmaril of Feanor. It shines with the unquenchable light of the
D:White Trees of Valinor. It was stolen from the camp of Eonwe by
@@ -2786,7 +2786,7 @@ P:0:10d10:0:0:0
F:ACTIVATE | AUTO_CURSE | CURSED | DRAIN_EXP | DRAIN_HP | ESP_EVIL |
F:HEAVY_CURSE | HIDE_TYPE | INSTA_ART | INT | LITE2 | LITE3 |
F:RES_CHAOS | RES_DARK | RES_LITE | RES_NETHER | RES_NEXUS | SEE_INVIS
-a:HARDCORE=RECALL
+a:RECALL
Z:banish evil
D:A Silmaril of Feanor. It shines with the unquenchable light of the
D:White Trees of Valinor. It was stolen from the camp of Eonwe by
@@ -2804,7 +2804,7 @@ W:50:40:24:80000
P:0:0d0:0:0:0
F:ACTIVATE | AUTO_CURSE | CHR | CON | CURSED | HEAVY_CURSE |
F:INSTA_ART | LUCK | SPEED | SPELL_CONTAIN | STR | WIELD_CAST | WRAITH
-a:HARDCORE=DISP_GOOD
+a:DISP_GOOD
D:The chief mark of royalty in Westernesse, it is said to have perished
D:in the fall of Numenor. It once belonged to Ar-Pharazon the Golden and
D:the evilness of that fallen King still courses through it.
@@ -2817,7 +2817,7 @@ W:60:50:24:80000
P:0:0d0:0:0:0
F:ACTIVATE | BLESSED | CHR | FREE_ACT | INSTA_ART | LUCK |
F:RES_CONF | SPELL_CONTAIN | WIELD_CAST
-a:HARDCORE=RUNE_PROT
+a:RUNE_PROT
D:The chief mark of royalty in Arnor, possibly the oldest remaining work
D:of Men. It came from Numenor, but it belonged to the Lords of Andunie
D:of whom the first was Valandil son of Silmarien. It was passed down to
@@ -2832,7 +2832,7 @@ P:0:1d1:0:0:0
F:ACTIVATE | BLESSED | ESP_ALL | HIDE_TYPE | INFRA | INT |
F:LITE1 | LITE2 | LITE3 | RES_BLIND | RES_LITE | SEARCH |
F:SEE_INVIS | WATER_BREATH | WIS
-a:HARDCORE=PALANTIR
+a:PALANTIR
Z:detect curses
D:This holy lamp once belonged to a seeress who warned Ar-Pharazon of
D:the dire fate Numenor would suffer for daring to break the ban against
@@ -2859,7 +2859,7 @@ P:0:10d10:0:0:0
F:WIS | INT | SEARCH | INFRA | HIDE_TYPE | ACTIVATE | ESP_ALL |
F:SEE_INVIS | RES_BLIND | AGGRAVATE | DRAIN_MANA | LITE2
F:INSTA_ART
-a:HARDCORE=PALANTIR
+a:PALANTIR
D:A shining white ball of unbreakable crystal, the ancient Palantiri
D:were used by kings of Numenor and later by the Exiles for rapid
D:communication between distant lands. Nothing is hidden from one who
@@ -2922,7 +2922,7 @@ P:0:0d0:7:7:10
F:STR | WIS | CHR | SPEED | LITE3 | INSTA_ART |
F:RES_FEAR | RES_FIRE | RES_POIS | RES_DISEN | HIDE_TYPE |
F:ACTIVATE
-a:HARDCORE=ELESSAR
+a:ELESSAR
D:This green gem glows with inner light. Aragorn son of Arathorn wore
D:it at the Battle of the Pelennor Fields, and he was himself given the
D:name of 'Elessar' by the people of Gondor because of this.
@@ -2936,7 +2936,7 @@ W:50:50:3:35000
F:HOLD_LIFE | SUST_CON | SUST_WIS | SUST_INT | LITE1 | CON |
F:RES_DARK | RES_COLD | RES_NETHER | REGEN | INSTA_ART |
F:ACTIVATE
-a:HARDCORE=REST_ALL
+a:REST_ALL
D:A pure white jewel, the last gift of Queen Arwen Undomiel to Frodo
D:Baggins, intended to be worn around his neck on the chain that had
D:once borne the One Ring.
@@ -2950,7 +2950,7 @@ P:0:10d10:0:0:-30
F:LIFE | CON | INT | WIS | ESP_ALL | LITE3 | LITE1
F:CURSED | HEAVY_CURSE | TY_CURSE | DRAIN_EXP |
F:RES_BLIND | SEE_INVIS | ACTIVATE
-a:HARDCORE=PALANTIR
+a:PALANTIR
D:A shining white ball of unbreakable crystal, the ancient Palantiri
D:were used by kings of Numenor and later by the Exiles for rapid
D:communication between distant lands. This Palantir, however, was
@@ -2990,7 +2990,7 @@ I:11:14:0
W:70:100:50:100000
P:0:0d0:0:0:0
F:ACTIVATE | ACTIVATE_NO_WIELD | HIDE_TYPE | INSTA_ART | SPECIAL_GENE
-a:HARDCORE=ALCHEMY
+a:ALCHEMY
D:It was made for Thror, King under the Mountain. It is a huge golden bowl
D:with two handles, hammered and carved, with birds and flowers whose eyes
D:and leaves are made in jewels.
@@ -3002,7 +3002,7 @@ I:11:15:0
W:40:70:2:70000
P:0:0d0:0:0:0
F:ACTIVATE | ACTIVATE_NO_WIELD | HIDE_TYPE | INSTA_ART
-a:HARDCORE=BOROMIR
+a:BOROMIR
D:The summons of Gondor, an arrow sent as a symbol of desperate need from
D:Gondor to its northern allies, the Rohirrim. The tradition dates back to
D:the time of Borondir, who rode north from Gondor to summon aid from the
@@ -3120,7 +3120,7 @@ I:40:4:5
W:20:5:2:15000
P:0:1d1:0:0:10
F:ACTIVATE | CHR | INSTA_ART | RES_NEXUS | RES_POIS | SEE_INVIS | SUST_CHR
-a:HARDCORE=GROW_MOLD
+a:GROW_MOLD
D:A necklace of emeralds, green as the grass. It once belonged to Girion,
D:King of Dale, and was given to the Dwarves of the Lonely Mountain as
D:payment for a mithril mail shirt for Girion's son. It seems to have
@@ -3158,7 +3158,7 @@ I:34:8:0
W:95:80:100:90000
P:20:1d1:0:0:80
F:ACTIVATE | RES_BLIND | RES_DARK | RES_ELEC | RES_FIRE | RES_NETHER
-a:HARDCORE=BLADETURNER
+a:BLADETURNER
D:A shining shield, once borne by the great mariner Earendil, "scored with
D:runes to keep all wounds and harm from him".
@@ -3218,7 +3218,7 @@ F:NO_MAGIC | PRECOGNITION | REGEN | RES_DARK | RES_FIRE |
F:SEE_INVIS | SHOW_MODS | SLAY_DEMON | SLAY_EVIL | SLAY_TROLL |
F:SLAY_UNDEAD | SLOW_DIGEST | SPECIAL_GENE | SUST_CHR | SUST_CON |
F:SUST_DEX | SUST_INT | SUST_STR | SUST_WIS | ULTIMATE | VORPAL
-a:HARDCORE=ERU
+a:ERU
D:A weapon forged by Aule himself and blessed by Eru Iluvatar,
D:calling upon the strength of all his children (hence the name,
D:which means Children of Eru). It is Eru Iluvatar's gift to you,
@@ -3236,7 +3236,7 @@ F:NO_MAGIC | PRECOGNITION | REGEN | RES_DARK | RES_FIRE |
F:SEE_INVIS | SHOW_MODS | SLAY_DEMON | SLAY_EVIL | SLAY_TROLL |
F:SLAY_UNDEAD | SLOW_DIGEST | SPECIAL_GENE | SUST_CHR | SUST_CON |
F:SUST_DEX | SUST_INT | SUST_STR | SUST_WIS | ULTIMATE | VORPAL
-a:HARDCORE=ERU
+a:ERU
D:The awesome weapon of the Vala Ulmo, Lord of Waters. Mightiest of all the
D:powers of good save Manwe himself, Ulmo laughs in scorn at the dread powers
D:of the undead, and is utterly in command of the element of water.
@@ -3253,7 +3253,7 @@ F:NO_MAGIC | PRECOGNITION | REGEN | RES_DARK | RES_FIRE |
F:SEE_INVIS | SHOW_MODS | SLAY_DEMON | SLAY_EVIL | SLAY_TROLL |
F:SLAY_UNDEAD | SLOW_DIGEST | SPECIAL_GENE | SUST_CHR | SUST_CON |
F:SUST_DEX | SUST_INT | SUST_STR | SUST_WIS | ULTIMATE | VORPAL
-a:HARDCORE=ERU
+a:ERU
D:Aule's mighty weapon, granted to you to aid the defeat of Melkor.
# The Rapier of Vaire (Rogues, whose Critical-hits skill is only useful with lighter swords)
@@ -3268,7 +3268,7 @@ F:PRECOGNITION | REGEN | RES_DARK | RES_FIRE | SEE_INVIS | SHOW_MODS |
F:SLAY_DEMON | SLAY_EVIL | SLAY_TROLL | SLAY_UNDEAD | SLOW_DIGEST |
F:SPECIAL_GENE | SUST_CHR | SUST_CON | SUST_DEX | SUST_INT | SUST_STR |
F:SUST_WIS | ULTIMATE | VORPAL
-a:HARDCORE=ERU
+a:ERU
D:A shining rapier used by Vaire to cut the strings of time when
D:dire need arises. Its power with that of the Flame Imperishable
D:will let you destroy Melkor forever.
@@ -3333,7 +3333,7 @@ F:IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE | REGEN | RES_ACID |
F:RES_BLIND | RES_CHAOS | RES_COLD | RES_CONF | RES_DARK | RES_DISEN |
F:RES_ELEC | RES_FIRE | RES_LITE | RES_NETHER | RES_NEXUS | RES_POIS |
F:RES_SHARDS | RES_SOUND | SPECIAL_GENE | ULTIMATE
-a:HARDCORE=BLADETURNER
+a:BLADETURNER
D:This amulet contains the power of Mandos, the Doomsman of the
D:Valar. It will grant you protection against the foul dark magic
D:of Melkor, though you will still need your wits and strength
diff --git a/lib/mods/theme/edit/ab_info.txt b/lib/mods/theme/edit/ab_info.txt
index 4272776a..b78346ec 100644
--- a/lib/mods/theme/edit/ab_info.txt
+++ b/lib/mods/theme/edit/ab_info.txt
@@ -22,8 +22,6 @@
# E:excluding ability:excluding ability
-# If you need more sophisticated prereqs use the HOOK_LEARN_ABILITY
-
# Version stamp (required)
# Do not forget to update misc.txt with an entry like the following :
@@ -36,9 +34,9 @@ N:0:Spread blows
D:If a monster dies to your attack but you still have blows left
D:you won't lose the full turn, allowing you to attack some other
D:monster in the same turn
-D:Prereq: Weaponmastery skill@30, Dex@17
+D:Prereq: Combat@30, Dex@17
I:5
-k:30:Weaponmastery
+k:30:Combat
S:17:DEX
N:1:Tree walking
diff --git a/lib/mods/theme/edit/ba_info.txt b/lib/mods/theme/edit/ba_info.txt
index b76f79dd..96d372bf 100644
--- a/lib/mods/theme/edit/ba_info.txt
+++ b/lib/mods/theme/edit/ba_info.txt
@@ -65,10 +65,6 @@ N:10:Play craps
C:0:0:0
I:14:0:c
-N:11:Spin the wheel
-C:0:0:0
-I:15:0:s
-
N:12:Play dice slots
C:0:0:0
I:16:0:d
@@ -97,14 +93,6 @@ N:18:Research monster
C:1600:1500:1400
I:20:0:r
-N:19:View bounties
-C:0:0:0
-I:38:0:v
-
-N:20:Receive bounty money
-C:0:0:0
-I:39:0:b
-
N:21:Get quest monster
C:0:0:0
I:54:0:q
@@ -165,19 +153,6 @@ N:35:Get a quest
C:0:0:0
I:6:0:q
-# Restrict to liked/normal
-N:36:Get a quest
-C:0:0:0
-I:46:1:q
-
-N:37:Get a quest
-C:0:0:0
-I:47:0:q
-
-N:38:Get a quest
-C:0:0:0
-I:49:0:q
-
N:39:Herbal Healing
C:32000:10000:0
I:50:0:h
@@ -190,10 +165,6 @@ N:41:Distribute earnings
C:0:0:0
I:7:2:d
-N:42:Morph restoration
-C:3000:1500:750
-I:37:0:r
-
#for The Mirror
N:43:View fate
C:500:500:500
@@ -204,11 +175,6 @@ N:44:Research item
C:1500:1500:1500
I:1:0:a
-#for library in gondol
-N:45:Research item
-C:2000:2000:2000
-I:1:0:a
-
#for Star-Dome
N:46:Identify possessions
C:1200:1000:250
@@ -257,18 +223,6 @@ N:55:Get an item
C:0:0:0
I:44:0:g:p
-N:56:Request an item
-C:0:0:0
-I:51:2:r
-
-N:57:Ask for loan
-C:0:0:0
-I:52:2:a
-
-N:58:Pay back loan
-C:0:0:0
-I:53:2:p
-
N:59:Donate an item
C:0:0:0
I:43:0:d
diff --git a/lib/mods/theme/edit/d_info.txt b/lib/mods/theme/edit/d_info.txt
index 91cf3d20..ee0833b8 100644
--- a/lib/mods/theme/edit/d_info.txt
+++ b/lib/mods/theme/edit/d_info.txt
@@ -83,7 +83,8 @@ N:4:Barrow-Downs
D:BDw:a way to the Barrow-Downs.
W:1:10:1:0:14:160
# Theme adds *fog* (dense mist) on the Barrow-Downs :)
-L:88:94:210:2:199:4
+#L:88:94:210:2:199:4
+L:88:78:89:18:199:4
A:96:80:97:19:57:1:57:97
A:100:0:0
O:20:20:20:20
@@ -308,7 +309,7 @@ M:ORC | R_CHAR_o | R_CHAR_O
# There is Glaurung
N:20:Erebor
D:Ere:a tunnel leading into depths of the Lonely Mountain.
-W:60:72:35:0:20:140
+W:60:72:30:0:20:140
L:88:100:1:0:1:0
A:97:90:87:10:56:0:57:97
O:40:40:40:40
diff --git a/lib/mods/theme/edit/e_info.txt b/lib/mods/theme/edit/e_info.txt
index 72b8348e..4d2ec5ff 100644
--- a/lib/mods/theme/edit/e_info.txt
+++ b/lib/mods/theme/edit/e_info.txt
@@ -233,7 +233,7 @@ C:0:0:0:3
Z:blink
R:100
F:ACTIVATE
-a:HARDCORE=JUMP
+a:JUMP
### Shields ###
@@ -323,7 +323,7 @@ C:0:0:0:2
W:0:1:8:500
R:100
F:DEX | SUST_DEX | ACTIVATE | ESP_ORC
-a:HARDCORE=NOLDOR
+a:NOLDOR
N:24:of Intelligence
X:A:33:13
@@ -869,7 +869,7 @@ W:0:1:44:9000
C:8:8:0:2
R:100
F:DEX | STR | VORPAL | ACTIVATE
-a:HARDCORE=SPIN
+a:SPIN
# The "Elemental" brands (4) (6)
@@ -1251,7 +1251,7 @@ T:24:0:99
X:A:24:22
W:10:6:90:45000
C:4:4:0:2
-a:HARDCORE=TELEPORT
+a:TELEPORT
R:100
F:SLAY_EVIL | KILL_DRAGON | TELEPORT | FREE_ACT | SEARCH | BRAND_ELEC
F:REGEN | SLOW_DIGEST | RES_MORGUL | ACTIVATE | ESP_DRAGON
@@ -1310,7 +1310,7 @@ W:0:1:5:5000
R:100
F:SLAY_UNDEAD | SEE_INVIS | HOLD_LIFE | DRAIN_HP
F:ACTIVATE
-a:HARDCORE=SPECTRAL
+a:SPECTRAL
N:103:of Morgul
T:125:0:99
@@ -1617,7 +1617,7 @@ R:50
F:PVAL_M1
R:25
F:PVAL_M1
-a:HARDCORE=BA_ACID_H
+a:BA_ACID_H
# Rods ego
N:131:Capacity of
@@ -2148,7 +2148,7 @@ T:14:7:7
X:B:25:20
W:0:1:2:2000
C:0:0:0:0
-a:HARDCORE=BA_COLD_3
+a:BA_COLD_3
R:100
F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD |
@@ -2157,7 +2157,7 @@ T:14:7:7
X:B:25:20
W:0:1:2:2000
C:0:0:0:0
-a:HARDCORE=BA_ELEC_3
+a:BA_ELEC_3
R:100
F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD |
@@ -2166,7 +2166,7 @@ T:14:7:7
X:B:25:20
W:0:1:2:2000
C:0:0:0:0
-a:HARDCORE=BA_FIRE_H
+a:BA_FIRE_H
R:100
F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD |
@@ -2434,7 +2434,7 @@ F:FREE_ACT | RES_BLIND | RES_CONF | R_HIGH | SUST_WIS |
F:BLESSED | ACTIVATE |
F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE |
f:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE | SUST_WIS |
-a:HARDCORE=PROT_EVIL
+a:PROT_EVIL
r:F:CURSED | HEAVY_CURSE | AUTO_CURSE |
R:33
F:ESP_EVIL |
@@ -2453,7 +2453,7 @@ F:ACTIVATE |
F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE |
f:FREE_ACT | IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE |
r:F:CURSED | HEAVY_CURSE | AUTO_CURSE |
-a:HARDCORE=SPECTRAL
+a:SPECTRAL
R:33
F:RES_NETHER |
R:5
diff --git a/lib/mods/theme/edit/k_info.txt b/lib/mods/theme/edit/k_info.txt
index 07e4bbe2..4739a932 100644
--- a/lib/mods/theme/edit/k_info.txt
+++ b/lib/mods/theme/edit/k_info.txt
@@ -1413,7 +1413,7 @@ G:=:d
I:45:4:0
W:5:0:2:250
A:5/1
-a:HARDCORE=DEST_TELE
+a:DEST_TELE
F:CURSED | TELEPORT | EASY_KNOW | ACTIVATE
f:TELEPORT
D:This ring will uncontrollably send you to different places at its whim.
@@ -1474,7 +1474,7 @@ I:45:18:0
W:50:0:2:3000
A:50/1
P:0:0d0:0:0:15
-a:HARDCORE=BA_FIRE_4
+a:BA_FIRE_4
F:RES_FIRE | ACTIVATE
f:RES_FIRE | IGNORE_FIRE
D:This fiery circlet grants you protection, makes fire less dangerous and even
@@ -1486,7 +1486,7 @@ I:45:17:0
W:50:0:2:3000
A:50/1
P:0:0d0:0:0:15
-a:HARDCORE=BA_ACID_4
+a:BA_ACID_4
F:RES_ACID | ACTIVATE
f:RES_ACID | IGNORE_ACID
D:This magical ring is imbued with spells of devouring acid, granting protection against such
@@ -1497,7 +1497,7 @@ G:=:d
I:45:19:0
W:50:0:2:3000
A:50/1
-a:HARDCORE=BA_COLD_4
+a:BA_COLD_4
P:0:0d0:0:0:15
F:RES_COLD | ACTIVATE
f:RES_COLD | IGNORE_COLD
@@ -1538,7 +1538,7 @@ I:45:28:0
W:20:0:2:500
A:20/1
F:HIDE_TYPE | EASY_USE | ACTIVATE |
-a:HARDCORE=WHIRLWIND
+a:WHIRLWIND
D:This ring magically improves your control in combat, allowing you to hit more often.
D:It can also sometimes be used to hit several nearby opponents with deadly accuracy.
@@ -1621,7 +1621,7 @@ I:40:2:0
W:25:0:3:10000
A:25/1
F:EASY_KNOW | ACTIVATE | BLESSED | ESP_EVIL
-a:HARDCORE=PROT_EVIL
+a:PROT_EVIL
D:This blessed amulet fends off evil beings and warns the wearer
D:of their presence.
@@ -2698,9 +2698,9 @@ W:127:0:4:0
A:127/255
P:0:1d1:0:0:0
T:39:2
-F:NORM_ART | FULL_NAME | SPECIAL_GENE
+F:NORM_ART | FULL_NAME | SPECIAL_GENE | EASY_USE
F:ACTIVATE | ACTIVATE_NO_WIELD
-a:SPELL=Artifact Eternal Flame
+a:ETERNAL_FLAME
D:An impossibly bright, flickering living flame. It can be used
D:once to imbue an object with the power of Eru Iluvatar himself.
@@ -3472,7 +3472,7 @@ I:38:1:0
W:60:0:200:50000
A:60/8
P:30:2d4:-2:0:10
-a:HARDCORE=BR_ACID
+a:BR_ACID
F:RES_ACID | FLY |
f:RES_ACID |
F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
@@ -3485,7 +3485,7 @@ I:38:2:0
W:50:0:200:40000
A:50/8
P:30:2d4:-2:0:10
-a:HARDCORE=BR_ELEC
+a:BR_ELEC
F:RES_ELEC | FLY |
f:RES_ELEC |
F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
@@ -3497,7 +3497,7 @@ G:[:w
I:38:3:0
W:50:0:200:40000
A:50/8
-a:HARDCORE=BR_COLD
+a:BR_COLD
P:30:2d4:-2:0:10
F:RES_COLD | FLY |
f:RES_COLD |
@@ -3511,7 +3511,7 @@ I:38:4:0
W:60:0:200:50000
A:60/8
P:30:2d4:-2:0:10
-a:HARDCORE=BR_FIRE
+a:BR_FIRE
F:RES_FIRE | FLY |
f:RES_FIRE |
F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
@@ -3524,7 +3524,7 @@ I:38:5:0
W:50:0:200:40000
A:50/8
P:30:2d4:-2:0:10
-a:HARDCORE=BR_POIS
+a:BR_POIS
F:RES_POIS | FLY |
f:RES_POIS |
F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
@@ -3537,7 +3537,7 @@ I:38:6:0
W:90:0:200:150000
A:90/32
P:30:2d4:-2:0:10
-a:HARDCORE=BR_MANY
+a:BR_MANY
F:ATTR_MULTI
F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_POIS | FLY |
f:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_POIS |
@@ -3551,7 +3551,7 @@ I:38:10:0
W:70:0:200:70000
A:70/16
P:30:2d4:-2:0:10
-a:HARDCORE=BR_LIGHT
+a:BR_LIGHT
F:RES_LITE | RES_DARK | FLY |
F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
D:A strangely glowing armour made from a pseudo-dragon's hide.
@@ -3563,7 +3563,7 @@ I:38:12:0
W:80:0:200:80000
A:80/16
P:30:2d4:-2:0:10
-a:HARDCORE=BR_SHARD
+a:BR_SHARD
F:RES_SOUND | RES_SHARDS | FLY |
F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
D:A sharp-scaled armour that seems to roar, made from a law dragon's hide.
@@ -3575,7 +3575,7 @@ I:38:14:0
W:50:0:200:40000
A:50/8
P:30:2d4:-2:0:10
-a:HARDCORE=BR_CONF
+a:BR_CONF
F:RES_CONF | FLY |
F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
D:A brownish armour glittering in a dazzling light, made from a bronze dragon's hide.
@@ -3587,7 +3587,7 @@ I:38:16:0
W:60:0:200:50000
A:60/8
P:30:2d4:-2:0:10
-a:HARDCORE=BR_SOUND
+a:BR_SOUND
F:RES_SOUND | FLY |
F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
D:A suit of armour with rustling scales, made from a gold dragon's hide.
@@ -3599,7 +3599,7 @@ I:38:18:0
W:80:0:200:80000
A:80/16
P:30:2d4:-2:0:10
-a:HARDCORE=BR_CHAOS
+a:BR_CHAOS
F:ATTR_MULTI
F:RES_CHAOS | RES_DISEN | FLY |
f:RES_CHAOS |
@@ -3614,7 +3614,7 @@ I:38:20:0
W:95:0:200:100000
A:95/32
P:30:2d4:-2:0:10
-a:HARDCORE=BR_BALANCE
+a:BR_BALANCE
F:RES_CHAOS | RES_DISEN | RES_SOUND | RES_SHARDS | FLY |
F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
D:A suit of armour made of the hide of a dead dragon. When wearing it, you feel like you
@@ -3626,7 +3626,7 @@ I:38:30:0
W:100:0:250:350000
A:100/64
P:40:2d4:-3:0:15
-a:HARDCORE=BR_POWER
+a:BR_POWER
F:ATTR_MULTI
F:RES_ACID | RES_FIRE | RES_COLD | RES_ELEC | RES_POIS | FLY |
F:RES_NETHER | RES_NEXUS | RES_CHAOS | RES_LITE | RES_DARK |
@@ -3850,7 +3850,7 @@ W:50:0:2:100000
A:50/2
F:BLOWS | ACTIVATE | EASY_USE |
f:BLOWS | ACTIVATE
-a:HARDCORE=SPIN
+a:SPIN
D:This powerful ring of fighters greatly enhances your fighting speed, allowing you to attack
D:more often in a round of combat.
@@ -4785,7 +4785,7 @@ I:45:56:0
W:50:0:2:3000
A:50/1
P:0:0d0:0:0:15
-a:HARDCORE=BA_ELEC_4
+a:BA_ELEC_4
F:RES_ELEC | ACTIVATE
f:RES_ELEC | IGNORE_ELEC
D:This sparkling circlet grants you protection, makes electricity less
@@ -5992,7 +5992,7 @@ G:":G
I:40:17:0
W:25:0:3:10000
A:25/1
-a:HARDCORE=BA_POIS_4
+a:BA_POIS_4
F:RES_POIS | DEX | ACTIVATE
D:A petrified serpent's tongue, hung on a thin chain to be clasped around your neck. It makes you
D:like a snake, able to wriggle out of tight corners, impervious to poisons and poisonous
@@ -6465,7 +6465,7 @@ A:100/10
F:SUST_STR | SUST_DEX | SUST_CON | REGEN |
F:HOLD_LIFE | LIFE |
F:HIDE_TYPE | ACTIVATE |
-a:HARDCORE=CURE_HUNGER
+a:CURE_HUNGER
f:SUST_STR | SUST_DEX | SUST_CON | REGEN |
D:This valuable ring enhances and protects the wearer's life force in every way.
@@ -6476,7 +6476,7 @@ W:100:0:2:125000
A:100/10
F:SUST_INT | SUST_WIS | RES_FEAR | RES_CONF |
F:ACTIVATE | EASY_KNOW |
-a:HARDCORE=CURE_INSANITY
+a:CURE_INSANITY
f:SUST_INT | SUST_WIS |
D:This valuable ring protects the wearer's intellect and intuition, as well as
D:guarding him from most mental attacks. From time to time, the wearer can
diff --git a/lib/mods/theme/edit/ow_info.txt b/lib/mods/theme/edit/ow_info.txt
index 92f0076a..ce9e526e 100644
--- a/lib/mods/theme/edit/ow_info.txt
+++ b/lib/mods/theme/edit/ow_info.txt
@@ -1412,8 +1412,3 @@ I:20000:130
C:110:100:80
L:Human | RohanKnight | Dunadan | High-Elf
H:Dragon | Demon | Beorning | Orc | Half-Ogre | Troll | Easterling
-
-### For the Merchants' Guild ###
-N:211:Worm(Human)
-I:30000:130
-C:110:100:90 \ No newline at end of file
diff --git a/lib/mods/theme/edit/p_info.txt b/lib/mods/theme/edit/p_info.txt
index 49832c32..965c639a 100644
--- a/lib/mods/theme/edit/p_info.txt
+++ b/lib/mods/theme/edit/p_info.txt
@@ -2834,22 +2834,3 @@ M:C:Mage
M:C:Priest
M:C:Loremaster
M:C:Pacifist
-#M:C:Test
-#M:C:Chaos-Warrior
-
-#M:N:1:B:Spellcasters -- Magic is The One True Way
-
-#M:N:2:y:Priests -- Hail the powers of the Ainur
-#M:C:Mindcrafter
-
-#M:N:3:G:Beastfriends -- Monsters are fun
-#M:C:BeastMaster
-
-#M:N:4:v:Others -- The way to your independence
-#M:C:Harper
-#M:C:Merchant
-
-#M:N:5:o:Tests -- Test is you dare !
-#M:C:Test
-#M:C:Blade
-#M:C:Black-Knight
diff --git a/lib/mods/theme/edit/r_info.txt b/lib/mods/theme/edit/r_info.txt
index bcc46bd5..ae8d118d 100644
--- a/lib/mods/theme/edit/r_info.txt
+++ b/lib/mods/theme/edit/r_info.txt
@@ -13696,7 +13696,7 @@ G:B:D
I:130:80d100:20:120:80
W:72:2:400000:45000
E:1:1:1:2:1:1
-O:50:50:0:0
+O:0:0:0:0
B:HIT:HURT:12d10
B:HIT:HURT:12d10
B:CHARGE:HURT:10d10
@@ -13704,7 +13704,7 @@ B:CHARGE:HURT:10d10
F:UNIQUE | MALE | CAN_SPEAK | RES_TELE | SPECIAL_GENE |
F:FORCE_MAXHP | REGENERATE | THUNDERLORD | CAN_FLY |
F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | DROP_GREAT |
-F:SMART | OPEN_DOOR | BASH_DOOR | DROP_CHOSEN |
+F:SMART | OPEN_DOOR | BASH_DOOR |
F:EVIL | IM_FIRE | IM_COLD | IM_POIS |
F:MORTAL | HAS_LITE
S:1_IN_4 |
diff --git a/lib/mods/theme/edit/st_info.txt b/lib/mods/theme/edit/st_info.txt
index 29ca49fc..41975bc6 100644
--- a/lib/mods/theme/edit/st_info.txt
+++ b/lib/mods/theme/edit/st_info.txt
@@ -1,13 +1,5 @@
# File: st_info.txt
-# Fixed Potions of Cure Light/Serious Wounds in the Temple, Potions of
-# Restore Str/Con in the Alchemist
-# Magic Shop - Amulet of Slow Digestion, Wand of Light, Staffs of Enlightenment,
-# Door/Stair Location, Detect Invis/Evil, and Remove Curse
-
-# This file is used to initialize the "lib/raw/st_info.raw" file, which is
-# used to initialize the "store info type" information for the Angband game.
-
# Do not modify this file unless you know exactly what you are doing,
# unless you wish to risk possible system crashes and broken savefiles.
@@ -793,12 +785,6 @@ F:RANDOM | MEDIUM_LEVEL | DEPEND_LEVEL
F:RARE
W:24
-N:56:Merchants Guild
-A:0:0:56:57:58:0
-O:211:211:211:211
-G:+:g
-W:0
-
N:57:The Museum
A:0:0:59:0:3:0
O:0:0:0:0
diff --git a/lib/mods/theme/edit/t_basic.txt b/lib/mods/theme/edit/t_basic.txt
deleted file mode 100644
index 8153f6fe..00000000
--- a/lib/mods/theme/edit/t_basic.txt
+++ /dev/null
@@ -1,66 +0,0 @@
-D:######################################################################################################################################################################################################
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:# #
-D:###################################################################################################################################################################################################### \ No newline at end of file
diff --git a/lib/mods/theme/edit/t_gondol.txt b/lib/mods/theme/edit/t_gondol.txt
index 6b0a32cd..66807868 100644
--- a/lib/mods/theme/edit/t_gondol.txt
+++ b/lib/mods/theme/edit/t_gondol.txt
@@ -123,9 +123,6 @@ F:m:74:3:0:0:0:0:0:37
# Thunderlord's Hide
F:n:74:3:0:0:0:0:0:22
-# Merchant guild
-F:o:74:3:0:0:0:0:0:56
-
# Force elven monsters
f:ELVEN
@@ -178,7 +175,7 @@ D:######$$$$$$$$$$$$$$$$$### ...
D:######$$$$$$$$$$$$$$$$$$## ... OC##T.V#######V...........TTTT#######TTTT..................TT####CO---,--TTT##TTT----TTT##TTTTTT------,,,,,^^^^###
D:#####$$$$$$$$$$$$$$$$$$$## ######### ... ############# OCC#T.VV#####VV.............................................TTT#CCO---,---TT#TT--------TT##T-T-TT------,,,,^^^^###
D:#####$$$$$$$#####$$$$$$$## ######### ... ############# OOC#T..VV###VV.....TTTTTTTTTTT.......TTTTTTTTTTT..............T#COO---,,,,,,,,,,,,,,,,,,,e#TT-TTT------,,,,^^^^###
-D:####$$$$#############$$$$# ########o.........7############ OC#T...VVVVV....TTT#########TTT...TTT#########TTT............T#CO---------T#TT--------TT##TTT-------,,,,^^^^^^###
+D:####$$$$#############$$$$# #########.........7############ OC#T...VVVVV....TTT#########TTT...TTT#########TTT............T#CO---------T#TT--------TT##TTT-------,,,,^^^^^^###
D:####$###################$# ######### ... ############# OC#TT..........TT###VVVVVV####TT.TT####WWWWWW###TT..........TT#CO-------TTT##TTT----TTT##TTTTT-----,,,,^^^^^^^###
D:########################## ######### ... ############# OC##T..........T##VVV....VVV###TTT###WWW....WWW##T..........T##CO------TTTTT###TTTTTT###TTTTT-----,,,,,^^^^^^^###
D:########################### ... OCC#T..........T#VV........VV#######WW........WW#T..........T#CCO-----TTTT-TTT########TTTTTT------,,,,,,,^^^^^###
diff --git a/lib/mods/theme/file/elvish.txt b/lib/mods/theme/file/elvish.txt
deleted file mode 100644
index a00b5a22..00000000
--- a/lib/mods/theme/file/elvish.txt
+++ /dev/null
@@ -1,218 +0,0 @@
-216
-******** BUFFER LINE *********************************** DO NOT REMOVE *******
-adan
-ael
-in
-agl
-ar
-aina
-alda
-al
-qua
-am
-arth
-amon
-anca
-an
-dune
-anga
-anna
-ann
-on
-ar
-ien
-atar
-band
-bar
-ad
-bel
-eg
-brag
-ol
-breth
-il
-brith
-cal
-en
-gal
-en
-cam
-car
-ak
-cel
-eb
-cor
-on
-cu
-cui
-vie
-cul
-curu
-dae
-dag
-or
-del
-din
-dol
-dor
-draug
-du
-duin
-dur
-ear
-ech
-or
-edh
-el
-eith
-elen
-er
-ereg
-es
-gal
-fal
-as
-far
-oth
-faug
-fea
-fin
-for
-men
-fuin
-gaer
-gaur
-gil
-gir
-ith
-glin
-gol
-odh
-gond
-gor
-groth
-grod
-gul
-gurth
-gwaith
-gwath
-wath
-had
-hod
-haudh
-heru
-him
-hini
-hith
-hoth
-hyar
-men
-ia
-iant
-iath
-iaur
-ilm
-iluve
-kal
-gal
-kano
-kel
-kemen
-khel
-ek
-khil
-kir
-lad
-laure
-lhach
-lin
-lith
-lok
-lom
-lome
-londe
-los
-loth
-luin
-maeg
-mal
-man
-mel
-men
-menel
-mer
-eth
-min
-as
-mir
-mith
-mor
-moth
-nan
-nar
-naug
-dil
-dur
-nel
-dor
-nen
-nim
-orn
-orod
-os
-pal
-an
-pel
-quen
-quet
-ram
-ran
-rant
-ras
-rauko
-ril
-rim
-ring
-ris
-roch
-rom
-rond
-ros
-ruin
-ruth
-sarn
-ser
-eg
-sil
-sir
-sul
-tal
-dal
-tal
-ath
-tar
-tath
-ar
-taur
-tel
-thal
-thang
-thar
-thaur
-thin
-thol
-thon
-thor
-on
-til
-tin
-tir
-tol
-tum
-tur
-uial
-ur
-val
-wen
-wing
-yave
diff --git a/lib/mods/theme/help/advanced.hlp b/lib/mods/theme/help/advanced.hlp
index 3f6fe4bd..8595712b 100644
--- a/lib/mods/theme/help/advanced.hlp
+++ b/lib/mods/theme/help/advanced.hlp
@@ -7,9 +7,8 @@ Please choose one of the following help files:
*****/aoption.txt*0[(a) Options]
*****/bmacrofaq.txt*0[(b) Macros]
*****/cautomat.txt*0[(c) Automatizer help]
- (d) Lua scripting help - coming soon
- *****/edebug.txt*0[(e) Debug commands]
- *****/fversion.txt*0[(f) Version information] A history of ToME's roots
+ *****/ddebug.txt*0[(d) Debug commands]
+ *****/eversion.txt*0[(e) Version information] A history of ToME's roots
*****/zhelp.hlp*0[(z) Main Help menu]
diff --git a/lib/mods/theme/help/c_merch.txt b/lib/mods/theme/help/c_merch.txt
deleted file mode 100644
index 31fb60dd..00000000
--- a/lib/mods/theme/help/c_merch.txt
+++ /dev/null
@@ -1,29 +0,0 @@
-#####R=== Merchants ===
-
-#####GDescription
-A Merchant is neither a warrior nor a spellcaster. They still have some great
-advantages, they can use chests to warp items into other items, they can
-indentify items, they soon learn to detect all objects in the area, and
-at higher level they can see all monsters carrying objects. They will also
-get the power to appraise items and to turn them into gold. A merchant will
-naturraly get better prices in shops and get access to the merchant guild
-services, loan and item request.
-
-#####GPrimary Stats
-Charisma
-Intelligence (Ability stat)
-
-#####GMagic Usage
-Merchants can use portable holes to carry more stuff than other classes but
-at the cost of an increased weight. To do that they must wear a portable hole
-and use it with 'm'.
-They also can use their merchants abilities and midas touch in the 'U' menu.
-
-#####GStarting Equipment
-A merchant begins the game with:
- A portable hole
- A small steel chest containing gold and items
- A long sword
- A wand of tame monsters
-
-
diff --git a/lib/mods/theme/help/command.txt b/lib/mods/theme/help/command.txt
index 2c2f1646..ee58a77e 100644
--- a/lib/mods/theme/help/command.txt
+++ b/lib/mods/theme/help/command.txt
@@ -137,7 +137,7 @@ that you can always, for example, use "\" + "." + "6", to specify "run east".
*****command.txt*74[< Go up staircase] *****command.txt*75[^X Save and quit]
*****command.txt*76[. Run] ^Y (unused)
*****command.txt*77[> Go down staircase] ^Z (special - borg command)
- *****command.txt*79[\ (special - bypass keymap)] *****command.txt*80[| Do cmovies]
+ *****command.txt*79[\ (special - bypass keymap)]
*****command.txt*81[` (special - escape)] *****command.txt*82[~ Display current knowledge]
*****command.txt*83[/ Identify symbol] *****command.txt*84[? Help]
*****command.txt*98[^\] Take an html screenshot]
@@ -198,13 +198,13 @@ that you can always, for example, use "\" + "." + "6", to specify "run east".
*****command.txt*74[< Go up staircase] *****command.txt*75[^X Save and quit]
*****command.txt*72[. Stay still (with pickup)] *****command.txt*95[^Y (tunnel - north west)]
*****command.txt*77[> Go down staircase] ^Z (special - borg command)
- *****command.txt*79[\ (special - bypass keymap)] *****command.txt*80[| Do cmovies]
+ *****command.txt*79[\ (special - bypass keymap)]
*****command.txt*81[` (special - escape)] *****command.txt*82[~ Display current knowledge]
*****command.txt*83[/ Identify symbol] *****command.txt*84[? Help]
~~~~~102|Commands|Special keys
#####R=== Special Keys ===
-
+
Certain special keys may be intercepted by the operating system or
the host machine, causing unexpected results. In general, these special keys
are control keys, and often, you can disable their special effects.
@@ -498,12 +498,7 @@ for a quantity will convert any "letters" into the maximal legal value.
each corresponding to a different location on the body, and each of
which may contain only a single object at a time, and each of which
may only contain objects of the proper "type".
- If the option "show_labels" is set, the slots are labelled as follows:
- Wielding (weapon), Shooting (missile launcher or instruments),
- On finger (ring), Around neck (amulet), Light source (light source),
- On body (armor), About body (cloak), On arm (shield), On head (helmet),
- On hands (gloves), On feet (boots), Carrying (symbiote), Quiver (ammo),
- Using (tool). You must be using an object to receive any of its special
+ You must be using an object to receive any of its special
powers.
~~~~~7
[[[[[GDrop an item (d)]
@@ -518,8 +513,7 @@ for a quantity will convert any "letters" into the maximal legal value.
[[[[[GDestroy an item (k) or Destroy an item (^D)]
This destroys an item in your inventory or on the dungeon floor.
If the selected pile contains multiple objects, you may specify
- a quantity. You must always verify this command, unless the item
- is cursed or worthless and the option "auto_destroy" is set.
+ a quantity. You must always verify this command.
~~~~~42
[[[[[GWear/Wield equipment (w)]
To wear or wield an object in your inventory, use this command.
@@ -1215,17 +1209,6 @@ for a quantity will convert any "letters" into the maximal legal value.
command allows the player to force the game to finish the current song
and move on to another one (i.e. if you are tired of hearing the current
song, you can change it).
-~~~~~80
-[[[[[GDo cmovies (|)]
- The cmovie command (press | key in both normal or roguelike set) allows
- you to make a "movie" that you can send to people showing your movement
- through a part of the dungeon (like clearing that GCV . . .)
-
- It asks for a name (it will add the extension itself) and then if you wish
- to play or record it.
-
- The cmovie files (.cmv) are located in lib/cmov, note that they quickly
- become huge and so you REALLY should compress them before sending to friends.
~~~~~97
[[[[[GRecord macros ($)]
This is an easier way to create macros. Activate it, press the key
diff --git a/lib/mods/theme/help/defines.txt b/lib/mods/theme/help/defines.txt
index ac997501..13609658 100644
--- a/lib/mods/theme/help/defines.txt
+++ b/lib/mods/theme/help/defines.txt
@@ -66,7 +66,6 @@ TV_BOOK 111 /* spell books */
~~~~~12|Svals
/* The "sval" codes for TV_TOOL */
SV_TOOL_CLIMB 0
- SV_PORTABLE_HOLE 1
~~~~~16
/* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
SV_AMMO_LIGHT 0 /* pebbles */
diff --git a/lib/mods/theme/help/lua.hlp b/lib/mods/theme/help/lua.hlp
deleted file mode 100644
index ba61676a..00000000
--- a/lib/mods/theme/help/lua.hlp
+++ /dev/null
@@ -1,34 +0,0 @@
-|||||oy
-~~~~~01|Help|Lua scripting for ToME
-#####R Welcome to the ToME Lua Help System.
-#####R=============================================
-
-Please choose one of the following help files:
-
- *****/alua_intr.txt*0[(a) An Introduction to scripting]
- *****/blua_pow.txt*0[(b) Adding a racial power (the 'U' menu)]
- *****/clua_skil.txt*0[(c) Adding new skills (the 'm' menu)]
- *****/dlua_ques.txt*0[(d) Adding a quest]
-
-
- *****/elua_mon.txt*0[(e) Useful functions in monster.pkg]
- *****/flua_play.txt*0[(f) Useful functions in player.pkg]
- *****/glua_spel.txt*0[(g) Useful functions in spell.pkg]
- *****/hlua_util.txt*0[(h) Useful functions in util.pkg]
-
- *****/ilua_gf.txt*0[(g) A list of GF_FOO flags]
-
-
- *****/zhelp.hlp*0[(z) Main Help menu]
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/lib/mods/theme/help/lua_gf.txt b/lib/mods/theme/help/lua_gf.txt
deleted file mode 100644
index 000f4af5..00000000
--- a/lib/mods/theme/help/lua_gf.txt
+++ /dev/null
@@ -1,45 +0,0 @@
-|||||oy
-#####R /--------------------------\
-#####R< A partial list of GF_FLAGS >
-#####R \--------------------------/
-
-GF_ARROW: arrows
-GF_MISSILE: magic missiles
-GF_MANA: mana
-GF_LITE_WEAK: light
-GF_DARK_WEAK: dark
-GF_WATER: water
-GF_PLASMA: plasma
-GF_METEOR: meteors
-GF_ICE: ice
-GF_GRAVITY: gravity
-GF_INERTIA: inertia
-GF_FORCE: force
-GF_TIME: pure time
-GF_ACID: acid
-GF_ELEC: lightning
-GF_FIRE: flames
-GF_COLD: cold
-GF_POIS: poison
-GF_LITE: pure light
-GF_DARK: pure dark
-GF_CONFUSION: confusion
-GF_SOUND: sound
-GF_SHARDS: shards
-GF_NEXUS: nexus
-GF_NETHER: nether
-GF_CHAOS: chaos
-GF_DISENCHANT: disenchantment
-GF_KILL_WALL: wall destruction
-GF_KILL_DOOR: door destruction
-GF_KILL_TRAP: trap destruction
-GF_STONE_WALL: wall creation
-GF_MAKE_DOOR: door creation
-GF_MAKE_TRAP: trap creation
-GF_DESTRUCTION: destruction
-
-Back to the *****lua.hlp*0[lua help index] .
-
- [[[[[gThis file by fearoffours (fearoffours@moppy.co.uk)]
-
-
diff --git a/lib/mods/theme/help/lua_intr.txt b/lib/mods/theme/help/lua_intr.txt
deleted file mode 100644
index ccb87067..00000000
--- a/lib/mods/theme/help/lua_intr.txt
+++ /dev/null
@@ -1,133 +0,0 @@
-|||||oy
-#####R /----------------------------------------\
-#####R < Scripting for ToME with lua >
-#####R \----------------------------------------/
-
-So, you want to patch ToME eh? Maybe you've had a look at how the edit files
-work, maybe even added your own race/class, but want to go further and add
-new racial (U) or magic (m) powers. Well these help files will show a little
-bit of how to do that.
-
-I am not a master at this kind of thing. I wrote a small script, with much
-help from DarkGod, and he subsequently asked me to write these help files. I
-was looking forward to when the lua help files came out so that I could look
-at them myself. Little did I know I'd be asked to write them. Therefore I
-apologise for any inaccuracies or errors that you find, and if you care to let
-me know of any improvements which could be made (especially if you're an
-experienced programmer/scripter), I'd love to know. Email me at
-[[[[[gfearoffours@moppy.co.uk].
-
-#####R=== The example scripts ===
-
-These help files take the form of a tutorial, adding a line at a time to a
-script, and explaining important concepts along the way. To see it all in
-action, I strongly suggest that you download my example script pack from
-[[[[[Ghttp://www.moppy.co.uk/angband.htm]. As well as including all the
-scripts covered in these help files, they also include the addition of my
-"hina" race which has a Lua scripted racial power which you might like to look
-at. There's also a quest which I will be including documentation for as a
-tutorial soon. Plus there's all the other lua scripts in the lib\scpt
-directory to look at. Most of what you see in these files has been learned from
-those files anyway!
-
-The source code is invaluable as well. There's a searchable and browsable
-version of the latest ToME source code available online at
-[[[[[Ghttp://www.t-o-m-e.net/cvs.php]. Use it!
-
-If you don't want to download and install the example scripts, then just
-follow the tutorials with a text editor open! But I'll say it again, it's a lot
-easier if you download and install the example scripts.
-
-This file goes on to explain the concepts of scripting, programming,
-variables and functions. If you're familiar with these concepts, you might
-as well take a look at how to add a power to the U menu in the
-*****lua_pow.txt*0[Scripting a racial power] file.
-
-
-#####R=== Defining some basic stuff ===
-
-Computers don't do anything that they're not told to do. When we script, or
-program, we must assume they know nothing. We have to tell them each little
-bit of information from the ground up.
-
-A program, or a script (we'll talk about exact differences later) is like a
-set of instructions. Let's imagine that people responded to programs, and
-that we had a program called "Housework". Its series of instructions might
-look something like this:
-
-#####BDo the Washing up.
-#####BClean the kitchen.
-#####BDust the shelves.
-#####BHoover the lounge.
-
-Each step above could be called a function, as they are all actions that
-need to be carried out. Now to you and me, we'd understand that program just
-fine, but if someone didn't know HOW to wash, or what hoovering was, they'd
-soon run into problems. For those people we'd need to define each function
-clearly. Thus "do the washing up" might be -
-
-#####BRun hot water into bowl.
-#####BAdd washing up liquid.
-#####BPut dirty plates into bowl
-#####BScrub plates till clean
-#####BPlace clean plates on rack to dry,
-
-There's still plenty of problems here though. We've not said to turn the tap
-off, or what the bowl is, or to wash any dirty cutlery, mugs, saucepans, etc.,
-etc. Whilst this might seem fairly obvious to a person, this is how we need
-to think when writing programs for computers.
-
-Lets look now at some of the terms we're going to be using, in the rest of
-these help files, and what they mean...
-
-#####R=== Variables and Constants ===
-A variable is a way to store information in a computer. Just as you store
-things in your own memory, you can store things in the computer's memory. And
-just as things change in your memory, so things can change in the computer's
-memory. This factor of change is why they're called "variables" and not
-"statics".
-
-For instance, you may have a friend's email address committed to memory, but
-things change over time, they get a new ISP or domain, and so their email
-address changes. You commit this new address to memory, and eventually
-forget the old one. The thing you have stored in your memory is the same
-(your friend's address) but the value (property) of what you have stored has
-changed (from friend@old-address.com to friend@new-address.com).
-
-Variables are the building blocks out of which you will create your patch.
-
-A variable which will *never* change its value is called a constant.
-
-#####R===Functions===
-
-A function is a series of steps or statements, grouped together and given
-one name. When you want to carry out those steps, you simply ask the
-computer to carry out that function. To go back to our original example,
-rather than saying, "I'd like you to run some hot water into a bowl, add the
-washing up liquid, put the dirty plates into it, and then scrub them till
-they're clean", we just say "do the washing up".
-
-This is where we come to the difference between scripting and programming.
-With scripting we can use the functions and variables that exist in the
-ToME code. Maintainers like DarkGod have already made sure that the
-computer knows how to "do the washing up", including turning the tap off and
-what the bowl is. All we need to do in our script is say "do the washing
-up". Or to look at it in a more relevant way, the game has been coded so
-that when a magic missile is fired, a bolt or beam spell with a black line
-of asterisks will be drawn in the direction indicated by the player, the
-mana of that spell will be used up, the monster will take the appropriate
-amount of damage, and so on. All we need to do in our script is say "fire a
-magic missile".
-
-As you script, you will still be designing your own functions, and
-variables, but the hardest parts have been done for you!
-
-Not every function and global variable in the source-code has been exported to
-use in your scripting. But the ones that have are easily identifiable by
-looking in any source files with the extension .pkg . Chris Hadgis has written
-some excellent documentation which outline the use of the most important
-functions in some of these files. They outline the functions from the
-
-OK, the first tutorial proper is on *****lua_pow.txt*0[adding a racial power] .
-
- [[[[[gThis file by fearoffours (fearoffours@moppy.co.uk)]
diff --git a/lib/mods/theme/help/lua_mon.txt b/lib/mods/theme/help/lua_mon.txt
deleted file mode 100644
index 9bb363c0..00000000
--- a/lib/mods/theme/help/lua_mon.txt
+++ /dev/null
@@ -1,535 +0,0 @@
-|||||oy
-
-#####R /----------------------------------------\
-#####R < monster.pkg functions helper file >
-#####R \----------------------------------------/
-
-
-----------------------------------------------------------------------
-
-#####R=== race_info_idx ===
-
-#####GDeclaration
- extern monster_race* race_info_idx(int r_idx, int ego);
-
-#####GFile
- monster2.c
-
-#####GComment
-/*
- * Return a (monster_race*) with the combinations of the monster
- * properties and the ego type
- */
-
-#####GDescription
-Get monster info and ego info for monster with monster index "r_idx"
-and monster ego "ego". The ego information is applied to the monster
-information and the new monster information is returned.
-
-For example, race_info_idx(141,7) will create a brown yeek (monster)
-shaman (ego).
-
-#####GParameters
-> "r_idx" is an entry from the "r_info.txt" file. Beware: there is no
- range checking.
-> "ego" is an entry from the "re_info.txt". Beware: there is no range
- checking.
-
-----------------------------------------------------------------------
-
-#####R=== delete_monster_idx ===
-
-#####GDeclaration
- extern void delete_monster_idx(int i);
-
-#####GFile
- monster2.c
-
-#####GComment
-/*
- * Delete a monster by index.
- *
- * When a monster is deleted, all of its objects are deleted.
- */
-
-#####GDescription
-Delete monster "i" from the monster array.
-
-#####GParameters
-> "i" is the index for the monster list (m_list[]). Beware: there is
- no range checking.
-
-----------------------------------------------------------------------
-
-#####R=== m_pop ===
-
-#####GDeclaration
- extern s16b m_pop(void);
-
-#####GFile
- monsters2.c
-
-#####GComment
-/*
- * Acquires and returns the index of a "free" monster.
- *
- * This routine should almost never fail, but it *can* happen.
- */
-
-#####GDescription
-Get an empty slot in the monster list (m_list[]). If there are no
-empty slots, a slot will be reclaimed from a "dead" monster. If all
-slots are full, 0 is returned, which means the function has failed
-("Too many monsters!").
-
-----------------------------------------------------------------------
-
-#####R=== get_mon_num_prep ===
-
-#####GDeclaration
- extern errr get_mon_num_prep(void);
-
-#####GFile
- monster2.c
-
-#####GComment
-/*
- * Apply a "monster restriction function" to the "monster allocation table"
- */
-
-#####GDescription
-There are no parameters, but there are some other variables which will
-need to be set. They are get_mon_num_hook and get_mon_num2_hook. They
-are pointers to functions.
-
-For example, get_mon_num_hook = monster_volcano means when
-get_mon_num_hook is called (*get_mon_num_hook)(index), the actual
-function called is monster_volcano(index). This particular function
-returns TRUE if the monster indicated by "index" has the
-RF8_WILD_VOLCANO flag set.
-
-It is a good idea to store the old value of get_mon_num_hook before
-setting a new one, and restoring it when your function is finished.
-
-Following is a list of functions which can be assigned to
-get_mon_num_hook:
-
-create_molds_hook
-create_townpeople_hook
-mon_hook_bounty
-monster_dungeon
-monster_grass
-monster_mountain
-monster_ocean
-monster_quest
-monster_shore
-monster_town
-monster_volcano
-monster_waste
-monster_wood
-mutate_monster_okay
-place_monster_okay
-summon_specific_okay
-vault_aux_animal
-vault_aux_chapel
-vault_aux_clone
-vault_aux_demon
-vault_aux_dragon
-vault_aux_giant
-vault_aux_jelly
-vault_aux_kennel
-vault_aux_orc
-vault_aux_symbol
-vault_aux_treasure
-vault_aux_troll
-vault_aux_undead
-
-Or you can write your own. The function must take an integer (index)
-as a parameter and return boolean (TRUE if the monster is selected,
-or FALSE if it is not).
-
-----------------------------------------------------------------------
-
-#####R=== get_mon_num ===
-
-#####GDeclaration
- extern s16b get_mon_num(int level);
-
-#####GFile
- monster2.c
-
-#####GComment
-/*
- * Choose a monster race that seems "appropriate" to the given level
- *
- * This function uses the "prob2" field of the "monster allocation table",
- * and various local information, to calculate the "prob3" field of the
- * same table, which is then used to choose an "appropriate" monster, in
- * a relatively efficient manner.
- *
- * Note that "town" monsters will *only* be created in the town, and
- * "normal" monsters will *never* be created in the town, unless the
- * "level" is "modified", for example, by polymorph or summoning.
- *
- * There is a small chance (1/50) of "boosting" the given depth by
- * a small amount (up to four levels), except in the town.
- *
- * It is (slightly) more likely to acquire a monster of the given level
- * than one of a lower level. This is done by choosing several monsters
- * appropriate to the given level and keeping the "hardest" one.
- *
- * Note that if no monsters are "appropriate", then this function will
- * fail, and return zero, but this should *almost* never happen.
- */
-
-Description:
-For the given level "level", return the index of an appropriate
-monster race.
-
-#####GParameters
-> "level" is a dungeon level
-
-----------------------------------------------------------------------
-
-#####R=== monster_desc ===
-
-#####GDeclaration
- extern void monster_desc(char *desc, monster_type *m_ptr,
- int mode);
-
-#####GFile
- monster2.c
-
-#####GComment
-/*
- * Build a string describing a monster in some way.
- *
- * We can correctly describe monsters based on their visibility.
- * We can force all monsters to be treated as visible or invisible.
- * We can build nominatives, objectives, possessives, or reflexives.
- * We can selectively pronominalize hidden, visible, or all monsters.
- * We can use definite or indefinite descriptions for hidden monsters.
- * We can use definite or indefinite descriptions for visible monsters.
- *
- * Pronominalization involves the gender whenever possible and allowed,
- * so that by cleverly requesting pronominalization / visibility, you
- * can get messages like "You hit someone. She screams in agony!".
- *
- * Reflexives are acquired by requesting Objective plus Possessive.
- *
- * If no m_ptr arg is given (?), the monster is assumed to be hidden,
- * unless the "Assume Visible" mode is requested.
- *
- * If no r_ptr arg is given, it is extracted from m_ptr and r_info
- * If neither m_ptr nor r_ptr is given, the monster is assumed to
- * be neuter, singular, and hidden (unless "Assume Visible" is set),
- * in which case you may be in trouble... :-)
- *
- * I am assuming that no monster name is more than 70 characters long,
- * so that "char desc[80];" is sufficiently large for any result.
- *
- * Mode Flags:
- * 0x01 --> Objective (or Reflexive)
- * 0x02 --> Possessive (or Reflexive)
- * 0x04 --> Use indefinites for hidden monsters ("something")
- * 0x08 --> Use indefinites for visible monsters ("a kobold")
- * 0x10 --> Pronominalize hidden monsters
- * 0x20 --> Pronominalize visible monsters
- * 0x40 --> Assume the monster is hidden
- * 0x80 --> Assume the monster is visible
- *
- * Useful Modes:
- * 0x00 --> Full nominative name ("the kobold") or "it"
- * 0x04 --> Full nominative name ("the kobold") or "something"
- * 0x80 --> Genocide resistance name ("the kobold")
- * 0x88 --> Killing name ("a kobold")
- * 0x22 --> Possessive, genderized if visible ("his") or "its"
- * 0x23 --> Reflexive, genderized if visible ("himself") or "itself"
- */
-
-#####GDescription
-Return a monster description "desc" for monster "monster_type" using
-flag "mode". The modes are described above.
-
-#####GParameters
-> "desc" is the returned description.
-> "monster type" is the monster (monster pointer).
-> "mode" is one of the modes described in the comments.
-
-----------------------------------------------------------------------
-
-#####R=== monster_race_desc ===
-
-#####GDeclaration
- extern void monster_race_desc(char *desc, int r_idx,
- int ego);
-
-#####GFile
- monster2.c
-
-#####GComment
-(none)
-
-#####GDescription
-Return the monster description "desc" for monster with monster index
-"r_idx" and monster ego "ego". The monster description is made up of
-the ego name (if any) and monster name, or the unique name.
-
-#####GParameters
-> "desc" is the returned description.
-> "r_idx" is an entry from the "r_info.txt" file. Beware: there is no
- range checking.
-> "ego" is an entry from the "re_info.txt". Beware: there is no range
- checking.
-
-----------------------------------------------------------------------
-
-#####R=== place_monster_aux ===
-
-#####GDeclaration
- extern bool place_monster_aux(int y, int x, int r_idx,
- bool slp, bool grp, int status);
-
-#####GFile
- monster2.c
-
-#####GComment
-/*
- * Attempt to place a monster of the given race at the given location
- *
- * Note that certain monsters are now marked as requiring "friends".
- * These monsters, if successfully placed, and if the "grp" parameter
- * is TRUE, will be surrounded by a "group" of identical monsters.
- *
- * Note that certain monsters are now marked as requiring an "escort",
- * which is a collection of monsters with similar "race" but lower
- * level.
- *
- * Some monsters induce a fake "group" flag on their escorts.
- *
- * Note the "bizarre" use of non-recursion to prevent annoying output
- * when running a code profiler.
- *
- * Note the use of the new "monster allocation table" code to restrict
- * the "get_mon_num()" function to "legal" escort types.
- */
-
-#####GDescription
-Attempt to place a monster at grid "y", "x". The monster has monster
-index "m_idx". The monster may be asleep ("slp"). The monster may be
-surrounded by a group of identical monsters ("grp"). The monster has
-a status of "status" (see below). The function returns TRUE if the
-monster is placed successfully, otherwise FALSE.
-
-#####GParameters
-> "y" is the y co-ordinate of the target grid.
-> "x" is the x co-ordinate of the target grid.
-> "r_idx" is an entry from the "r_info.txt" file. Beware: there is no
- range checking.
-> "slp" is TRUE if the monster is asleep, otherwise FALSE.
-> "grp" is TRUE if the monster is surrounded by a group, otherwise
- FALSE.
-> "status" is the status of the monster
- *****fields.txt*0[status]
-
-----------------------------------------------------------------------
-
-#####R=== place_monster ===
-
-#####GDeclaration
- extern bool place_monster(int y, int x, bool slp,
- bool grp);
-
-#####GFile
- monster2.c
-
-#####GComment
-/*
- * Hack -- attempt to place a monster at the given location
- *
- * Attempt to find a monster appropriate to the "monster_level"
- */
-
-#####GDescription
-Attempt to place a monster at grid "y", "x". The monster may be asleep
-("slp"). The monster may be surrounded by a group of identical
-monsters ("grp"). The monster is of the appropriate monster level. The
-function returns TRUE if the monster is placed successfully, otherwise
-FALSE.
-
-#####GParameters
-> "y" is the y co-ordinate of the target grid.
-> "x" is the x co-ordinate of the target grid.
-> "slp" is TRUE if the monster is asleep, otherwise FALSE.
-> "grp" is TRUE if the monster is surrounded by a group, otherwise
- FALSE.
-
-----------------------------------------------------------------------
-
-#####R=== place_monster_one ===
-
-#####GDeclaration
- extern s16b place_monster_one(int y, int x, int r_idx,
- int ego, bool slp, int status);
-
-#####GFile
- monster2.c
-
-#####GComment
-/*
- * Attempt to place a monster of the given race at the given location.
- *
- * To give the player a sporting chance, any monster that appears in
- * line-of-sight and is extremely dangerous can be marked as
- * "FORCE_SLEEP", which will cause them to be placed with low energy,
- * which often (but not always) lets the player move before they do.
- *
- * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
- *
- * XXX XXX XXX Use special "here" and "dead" flags for unique monsters,
- * remove old "cur_num" and "max_num" fields.
- *
- * XXX XXX XXX Actually, do something similar for artifacts, to simplify
- * the "preserve" mode, and to make the "what artifacts" flag more useful.
- *
- * This is the only function which may place a monster in the dungeon,
- * except for the savefile loading code.
- */
-
-#####GDescription
-Attempt to place a monster at grid "y", "x". The monster has monster
-index "m_idx". The monster may be asleep ("slp"). The monster may have
-an ego type ("ego"). The monster has a status of "status" (see below).
-The function returns TRUE if the monster is placed successfully,
-otherwise FALSE.
-
-#####GParameters
-> "y" is the y co-ordinate of the target grid.
-> "x" is the x co-ordinate of the target grid.
-> "r_idx" is an entry from the "r_info.txt" file. Beware: there is no
- range checking.
-> "slp" is TRUE if the monster is asleep, otherwise FALSE.
-> "ego" is an entry from the "re_info.txt". Beware: there is no range
- checking.
-> "status" is the status of the monster
- *****fields.txt*0[status]
-
-----------------------------------------------------------------------
-
-#####R=== is_friend ===
-
-#####GDeclaration
- extern int is_friend(monster_type *m_ptr);
-
-#####GFile
- monster3.c
-
-#####GComment
-/*
- * Is the monster in friendly state(pet, friend, ..)
- * -1 = enemy, 0 = neutral, 1 = friend
- */
-
-#####GDescription
-Return a value to indicate the status of monster "m_ptr".
- *****fields.txt*0[status]
-
-#####GParameters
-> "m_ptr" is a pointer to a monster.
-
-----------------------------------------------------------------------
-
-#####R=== is_enemy ===
-
-#####GDeclaration
- extern bool is_enemy(monster_type *m_ptr,
- monster_type *t_ptr);
-
-#####GFile
- monster3.c
-
-#####GComment
-/* Should they attack each others */
-
-#####GDescription
-Return TRUE if monster "m_ptr" should attack monster "t_ptr". If
-"m_ptr" is stupid and "r_ptr" is a different type of monster then the
-function will return TRUE. If "m_ptr" is not neutral and "r_ptr" is a
-breeder, and "r_ptr" is a different type of monster then the function
-will return TRUE (and vice versa). If both monsters are not neutral
-and one is friendly and the other isn't then the function will return
-TRUE. Otherwise the function returns FALSE.
-
-#####GParameters
-> "m_ptr" is a pointer to a monster.
-> "t_ptr" is a pointer to a monster (target).
-
-----------------------------------------------------------------------
-
-#####R=== change_side ===
-
-#####GDeclaration
- extern bool change_side(monster_type *m_ptr);
-
-#####GFile
- monster3.c
-
-#####GComment
-(none)
-
-#####GDescription
-Change the status of monster "m_ptr" from friendly to unfriendly and
-vice versa. Friends and pets become enemies. Neutral Ms become
-neutral Ps and vice versa. Companions are unaffected. The
-function returns TRUE if the status changed, otherwise FALSE.
-
-#####GParameters
-> "m_ptr" is a pointer to a monster.
-
-----------------------------------------------------------------------
-
-#####R=== find_position ===
-
-#####GDeclaration
- extern void find_position(int y, int x, int *yy = 0,
- int *xx = 0);
-
-#####GFile
- lua_bind.c
-
-#####GComment
-(none)
-
-#####GDescription
-Find a new grid "yy", "xx" within 6 grids of target grid "y", "x".
-The new grid must be within line-of-sight of the target grid. A
-maximum of 5000 attempts is made.
-
-#####GParameters
-> "y" is the y co-ordinate of the target grid.
-> "x" is the x co-ordinate of the target grid.
-> "yy" is the y co-ordinate of the new grid.
-> "xx" is the x co-ordinate of the new grid.
-
-----------------------------------------------------------------------
-
-#####R=== can_create_companion ===
-
-#####GDeclaration
- extern bool can_create_companion();
-
-#####GFile
- monster3.c
-
-#####GComment
-/* Returns if a new companion is allowed */
-
-#####GDescription
-Return TRUE if a companion can be created, otherwise FALSE.
-
-----------------------------------------------------------------------
-
-Back to the *****lua.hlp*0[lua help index] .
-
-
- [[[[[gThis file by Chris Hadgis]
diff --git a/lib/mods/theme/help/lua_play.txt b/lib/mods/theme/help/lua_play.txt
deleted file mode 100644
index 6ab64ddb..00000000
--- a/lib/mods/theme/help/lua_play.txt
+++ /dev/null
@@ -1,1225 +0,0 @@
-|||||oy
-
-#####R /----------------------------------------\
-#####R < player.pkg functions helper file >
-#####R \----------------------------------------/
-
-----------------------------------------------------------------------
-
-#####RFunction: set_parasite
-
-#####GDeclaration: bool set_parasite(int v, int r);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->parasite" and "p_ptr->parasite_r_idx"
-* notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until parasite with monster index "r" is created. The
-player gets the message "You feel something growing in you" if "v"
-is > 0. Otherwise the player gets the message "Your body convulse
-and spawn <monster name>" if the monster is created (80% chance) or
-"The hideous thing growing in you seems to die" if the monster dies.
-
-#####GParameters:
->v is the time until the parasite gestates (must be between 0 and
- 10000).
->r is the monster index of parasite to be created.
-
-----------------------------------------------------------------------
-
-#####RFunction: set_disrupt_shield
-
-#####GDeclaration: bool set_disrupt_shield(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->disrupt_shield"
-* notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until shield of invulnerability expires. The player gets
-the message "You feel invulnerable" if "v" is > 0. Otherwise the
-player gets the message "You are more vulnerable".
-
-#####GParameters:
->v is the time until the shield expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_prob_travel
-
-#####GDeclaration: bool set_prob_travel(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->prob_travel"
-* notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until random teleportation expires. The player gets
-the message "You feel instable" if "v" is > 0. Otherwise the
-player gets the message "You are more stable".
-
-#####GParameters:
->v is the time until random teleportation expires (must be between 0
- and 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_tim_deadly
-
-#####GDeclaration: bool set_tim_deadly(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->tim_deadly"
-*/
-
-#####GDescription:
-Set time "v" until deadly accuracy expires. The player gets the
-message "You feel extremely accurate" if "v" is > 0. Otherwise the
-player gets the message "You are suddenly much less accurate".
-
-#####GParameters:
->v is the time until deadly accuracy expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_tim_res_time
-
-#####GDeclaration: bool set_tim_res_time(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->tim_res_time"
-*/
-
-#####GDescription:
-Set time "v" until space-time distortions expire. The player gets the
-message "You are now protected against the space-time distortions" if
-"v" is > 0. Otherwise the player gets the message "You are no longer
-protected against the space-time distortions".
-
-#####GParameters:
->v is the time until space-time distortions expire (must be between
- 0 and 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_tim_reflect
-
-#####GDeclaration: bool set_tim_reflect(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->tim_reflect"
-*/
-
-#####GDescription:
-Set time "v" until reflection expire. The player gets the message
-"You start reflecting the world around you" if "v" is > 0. Otherwise
-the player gets the message "You stop reflecting".
-
-#####GParameters:
->v is the time until reflection expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_meditation
-
-#####GDeclaration: bool set_meditation(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->meditation"
-*/
-
-#####GDescription:
-Set time "v" until meditation expire. The player gets the message
-"You start meditating on yourself" if "v" is > 0. Otherwise the
-player gets the message "You stop your self meditation".
-
-#####GParameters:
->v is the time until meditation expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_strike
-
-#####GDeclaration: bool set_strike(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->strike"
-*/
-
-#####GDescription:
-Set time "v" until accurate strikes expire. The player gets the
-message "You feel very accurate" if "v" is > 0. Otherwise the player
-gets the message "You are no longer very accurate".
-
-#####GParameters:
->v is the time until accurate strikes expire (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_walk_water
-
-#####GDeclaration: bool set_walk_water(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->walk_water", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until walking on water expires. The player gets the
-message "You feel strangely insubmersible" if "v" is > 0. Otherwise
-the player gets the message "You are no longer insubmersible".
-
-#####GParameters:
->v is the time until walking on water expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_tim_ffall
-
-#####GDeclaration: bool set_tim_ffall(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->tim_ffall"
-*/
-
-#####GDescription:
-Set time "v" until feather-fall expires. The player gets the message
-"You feel very light" if "v" is > 0. Otherwise the player gets the
-message "You are suddenly heavier".
-
-#####GParameters:
->v is the time until feather-fall expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_tim_fire_aura
-
-#####GDeclaration: bool set_tim_fire_aura(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->tim_fire_aura"
-*/
-
-#####GDescription:
-Set time "v" until fiery aura expires. The player gets the message
-"You are enveloped in flames" if "v" is > 0. Otherwise the player
-gets the message "You are no longer enveloped in flames".
-
-#####GParameters:
->v is the time until fiery aura expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_holy
-
-#####GDeclaration: bool set_holy(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->holy", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until holiness expires. The player gets the message
-"You feel a holy aura around you" if "v" is > 0. Otherwise the
-player gets the message "The holy aura vanishes".
-
-#####GParameters:
->v is the time until holiness expires (must be between 0 and 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_grace
-
-#####GDeclaration: void set_grace(s32b v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->grace", notice observable changes
-*/
-
-#####GDescription:
-Set grace to value "v". Don't allow grace to fall below -30000 or
-rise above 30000.
-
-#####GParameters:
->v is the value of grace.
-
-----------------------------------------------------------------------
-
-#####RFunction: set_mimic
-
-#####GDeclaration: bool set_mimic(int v, int p);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->tim_mimic", and "p_ptr->mimic_form",
-* notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until morph into monster with monster index "p" expires.
-The player gets the message "You feel your body change" if "v" is > 0.
-Otherwise the player gets the message "You are no longer transformed".
-
-#####GParameters:
->v is the time until transformation expires (must be between 0 and
- 10000).
->p is the monster index of the monster the player wants to mimic.
-
-----------------------------------------------------------------------
-
-#####RFunction: set_no_breeders
-
-#####GDeclaration: bool set_no_breeders(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "no_breeds"
-*/
-
-#####GDescription:
-Set time "v" until breeders can breed again. The player gets the
-message "You feel an anti-sexual aura" if "v" is > 0. Otherwise the
-player gets the message "You no longer feel an anti-sexual aura".
-Okay...
-
-#####GParameters:
->v is the time until breeders can breed again (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_invis
-
-#####GDeclaration: bool set_invis(int v,int p);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->tim_invis", and "p_ptr->tim_inv_pow",
-* notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until invisibility expires. The player gets the message
-"You feel your body fade away" if "v" is > 0. Otherwise the player
-gets the message "You are no longer invisible".
-
-#####GParameters:
->v is the time until invisibility expires (must be between 0 and
- 10000).
->p is the power of timed invisibility.
-
-----------------------------------------------------------------------
-
-#####RFunction: set_lite
-
-#####GDeclaration: bool set_lite(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->tim_lite", notice observable changes
-*
-* Note the use of "PU_VIEW", which is needed to
-* memorise any terrain features which suddenly become "visible".
-* Note that blindness is currently the only thing which can affect
-* "player_can_see_bold()".
-*/
-
-#####GDescription:
-Set time "v" until brightness expires. The player gets the message
-"You suddenly seem brighter" if "v" is > 0. Otherwise the player
-gets the message "You are no longer bright".
-
-#####GParameters:
->v is the time until brightness expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_blind
-
-#####GDeclaration: bool set_blind(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->blind", notice observable changes
-*
-* Note the use of "PU_UN_VIEW", which is needed to memorise any terrain
-* features which suddenly become "visible".
-* Note that blindness is currently the only thing which can affect
-* "player_can_see_bold()".
-*/
-
-#####GDescription:
-Set time "v" until blindness expires. The player gets the message "You
-are blind" if "v" is > 0. Otherwise the player gets the message "You
-can see again".
-
-#####GParameters:
->v is the time until blindness expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_confused
-
-#####GDeclaration: bool set_confused(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->confused", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until confusion expires. The player gets the message "You
-are confused" if "v" is > 0. Otherwise the player gets the message
-"You feel less confused now".
-
-#####GParameters:
->v is the time until confusion expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_poisoned
-
-#####GDeclaration: bool set_poisoned(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->poisoned", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until poison expires. The player gets the message "You
-are poisoned" if "v" is > 0. Otherwise the player gets the message
-"You are no longer poisoned".
-
-#####GParameters:
->v is the time until poison expires (must be between 0 and 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_afraid
-
-#####GDeclaration: bool set_afraid(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->afraid", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until fear expires. The player gets the message "You are
-terrified" if "v" is > 0. Otherwise the player gets the message "You
-feel bolder now".
-
-#####GParameters:
->v is the time until fear expires (must be between 0 and 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_paralyzed
-
-#####GDeclaration: bool set_paralyzed(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->paralyzed", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until paralysis expires. The player gets the message "You
-are paralyzed" if "v" is > 0. Otherwise the player gets the message
-"You can move again".
-
-#####GParameters:
->v is the time until paralysis expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_image
-
-#####GDeclaration: bool set_image(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->image", notice observable changes
-*
-* Note that we must redraw the map when hallucination changes.
-*/
-
-#####GDescription:
-Set time "v" until hallucination expires. The player gets the message
-"Oh, wow! Everything looks so cosmic now" if "v" is > 0. Otherwise
-the player gets the message "You can see clearly again".
-
-#####GParameters:
->v is the time until hallucination expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_fast
-
-#####GDeclaration: bool set_fast(int v, int p);
-
-#####GFile: xtra2.c
-
-#####GComment:
-(none)
-
-#####GDescription:
-Set time "v" until speed of speed factor "p" expires. The player gets
-the message "You feel yourself moving faster" if "v" is > 0. Otherwise
-the player gets the message "You feel yourself slow down".
-
-#####GParameters:
->v is the time until speed expires (must be between 0 and 10000).
->p is the speed factor.
-
-----------------------------------------------------------------------
-
-#####RFunction: set_light_speed
-
-#####GDeclaration: bool set_light_speed(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->lightspeed", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until light-speed expires. The player gets the message
-"You feel as if time has stopped" if "v" is > 0. Otherwise the player
-gets the message "You feel time returning to its normal rate".
-
-#####GParameters:
->v is the time until light-speed expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_slow
-
-#####GDeclaration: bool set_slow(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->slow", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until slowness expires. The player gets the message "You
-feel yourself moving slower" if "v" is > 0. Otherwise the player gets
-the message "You feel yourself speed up".
-
-#####GParameters:
->v is the time until slowness expires (must be between 0 and 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_shield
-
-#####GDeclaration: bool set_shield(int v, int p, s16b o, s16b d1, s16b d2);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->shield", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until stone-shield expires. The player gets the message
-"Your skin turns to stone" if "v" is > 0. Otherwise the player gets
-the message "Your skin returns to normal". Stone-shield has spell
-power "p", spell option "o", and power options "d1" and "d2".
-
-#####GParameters:
->v is the time until stone-shield expires (must be between 0 and
- 10000).
->p is the power of the stone-shield spell.
->o is the option of the stone-shield spell.
->d1 is the power for option 1 of the stone-shield spell.
->d2 is the power for option 2 of the stone-shield spell.
-
-----------------------------------------------------------------------
-
-#####RFunction: set_blessed
-
-#####GDeclaration: bool set_blessed(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->blessed", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until blessing expires. The player gets the message "You
-feel righteous" if "v" is > 0. Otherwise the player gets the message
-"The prayer has expired".
-
-#####GParameters:
->v is the time until blessing expires (must be between 0 and 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_hero
-
-#####GDeclaration: bool set_hero(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->hero", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until heroism expires. The player gets the message "You
-feel like a hero" if "v" is > 0. Otherwise the player gets the
-message "The heroism wears off".
-
-#####GParameters:
->v is the time until heroism expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_shero
-
-#####GDeclaration: bool set_shero(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->shero", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until berserk expires. The player gets the message "You
-feel like a killing machine" if "v" is > 0. Otherwise the player gets
-the message "You feel less Berserk".
-
-#####GParameters:
->v is the time until berserk expires (must be between 0 and 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_protevil
-
-#####GDeclaration: bool set_protevil(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->protevil", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until protection from evil expires. The player gets the
-message "You feel safe from evil" if "v" is > 0. Otherwise the player
-gets the message "You no longer feel safe from evil".
-
-#####GParameters:
->v is the time until protection from evil expires (must be between 0
- and 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_protgood
-
-#####GDeclaration: bool set_protgood(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->protgood", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until protection from good expires. The player gets the
-message "You feel safe from good" if "v" is > 0. Otherwise the player
-gets the message "You no longer feel safe from good".
-
-#####GParameters:
->v is the time until protection from evil expires (must be between 0
- and 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_protundead
-
-#####GDeclaration: bool set_protundead(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->protundead", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until protection from undead expires. The player gets the
-message "You feel safe from undead" if "v" is > 0. Otherwise the
-player gets the message "You no longer feel safe from undead".
-
-#####GParameters:
->v is the time until protection from undead expires (must be between
- 0 and 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_invuln
-
-#####GDeclaration: bool set_invuln(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->invuln", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until invulnerability expires. The player gets the
-message "Invulnerability" if "v" is > 0. Otherwise the player gets
-the message "The invulnerability wears off".
-
-#####GParameters:
->v is the time until invulnerability expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_tim_invis
-
-#####GDeclaration: bool set_tim_invis(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->tim_invis", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until see invisible expires. The player gets the message
-"Your eyes feel very sensitive" if "v" is > 0. Otherwise the player
-gets the message "Your eyes feel less sensitive".
-
-#####GParameters:
->v is the time until see invisible expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_tim_infra
-
-#####GDeclaration: bool set_tim_infra(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->tim_infra", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until infravision expires. The player gets the message
-"Your eyes begin to tingle" if "v" is > 0. Otherwise the player gets
-the message "Your eyes stop tingling".
-
-#####GParameters:
->v is the time until infravision expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_mental_barrier
-
-#####GDeclaration: bool set_mental_barrier(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->tim_mental_barrier", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until mental barrier expires. The player gets the message
-"Your mind grows stronger" if "v" is > 0. Otherwise the player gets
-the message "Your mind is no longer especially strong".
-
-#####GParameters:
->v is the time until mental barrier expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_oppose_acid
-
-#####GDeclaration: bool set_oppose_acid(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-
-#####GDescription:
-Set time "v" until feather-fall expires. The player gets the message
-"You feel very light" if "v" is > 0. Otherwise the player gets the
-message "You are suddenly heavier".
-
-#####GParameters:
->v is the time until feather-fall expires (must be between 0 and
- 10000).
->v is the time until feather-fall expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_oppose_elec
-
-#####GDeclaration: bool set_oppose_elec(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->oppose_elec", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until electricity resistance expires. The player gets
-the message "You feel resistant to electricity" if "v" is > 0.
-Otherwise the player gets the message "You feel less resistant to
-electricity".
-
-#####GParameters:
->v is the time until electricity resistance expires (must be between
- 0 and 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_oppose_fire
-
-#####GDeclaration: bool set_oppose_fire(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->oppose_fire", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until fire resistance expires. The player gets the
-message "You feel resistant to fire" if "v" is > 0. Otherwise the
-player gets the message "You feel less resistant to fire".
-
-#####GParameters:
->v is the time until fire resistance expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_oppose_cold
-
-#####GDeclaration: bool set_oppose_cold(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->oppose_cold", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until cold resistance expires. The player gets the
-message "You feel resistant to cold" if "v" is > 0. Otherwise the
-player gets the message "You feel less resistant to cold".
-
-#####GParameters:
->v is the time until cold resistance expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_oppose_pois
-
-#####GDeclaration: bool set_oppose_pois(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->oppose_pois", notice observable changes
-*/
-
-#####GDescription:
-Set time "v" until poison resistance expires. The player gets the
-message "You feel resistant to poison" if "v" is > 0. Otherwise the
-player gets the message "You feel less resistant to poison".
-
-#####GParameters:
->v is the time until poison resistance expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_oppose_ld
-
-#####GDeclaration: bool set_oppose_ld(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->oppose_ld"
-*/
-
-#####GDescription:
-Set time "v" until light and dark resistance expires. The player gets
-the message "You feel protected against the light's fluctuation" if
-"v" is > 0. Otherwise the player gets the message "You are no longer
-protected against the light's fluctuation".
-
-#####GParameters:
->v is the time until light and dark resistance expires (must be
- between 0 and 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_oppose_cc
-
-#####GDeclaration: bool set_oppose_cc(int v);
-
-#####GFile: xtra2.c
-/*
-* Set "p_ptr->oppose_cc"
-*/
-
-#####GComment:
-
-#####GDescription:
-Set time "v" until chaos resistance expires. The player gets the
-message "You feel protected against raw chaos" if "v" is > 0.
-Otherwise the player gets the message "You are no longer protected
-against chaos".
-
-#####GParameters:
->v is the time until chaos resistance expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_oppose_ss
-
-#####GDeclaration: bool set_oppose_ss(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->oppose_ss"
-*/
-
-#####GDescription:
-Set time "v" until sound and shard resistance expires. The player gets
-the message "You feel protected against the ravages of sound and
-shards" if "v" is > 0. Otherwise the player gets the message "You are
-no longer protected against the ravages of sound and shards".
-
-#####GParameters:
->v is the time until sound and shard resistance expires (must be
- between 0 and 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_oppose_nex
-
-#####GDeclaration: bool set_oppose_nex(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->oppose_nex"
-*/
-
-#####GDescription:
-Set time "v" until nexus resistance expires. The player gets the
-message "You feel protected against the strange forces of nexus" if
-"v" is > 0. Otherwise the player gets the message "You are no longer
-protected against the strange forces of nexus".
-
-#####GParameters:
->v is the time until nexus resistance expires (must be between 0 and
- 10000).
-
-----------------------------------------------------------------------
-
-#####RFunction: set_stun
-
-#####GDeclaration: bool set_stun(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->stun", notice observable changes
-*
-* Note the special code to only notice "range" changes.
-*/
-
-#####GDescription:
-Set stun level "v". If the player race can't be stunned then the level
-is forced to 0. A value > 100 means the player is knocked out. A value
->50 is a heavy stun. A value > 0 is a stun. If the stun level has
-increased, a message is printed. There is a small chance of stun level
-in 1000, or a 1 in 16 chance of a vicious blow which decreases
-intelligence and/or wisdom for a while.
-
-#####GParameters:
->v is the stun level.
-
-----------------------------------------------------------------------
-
-#####RFunction: set_cut
-
-#####GDeclaration: bool set_cut(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->cut", notice observable changes
-*
-* Note the special code to only notice "range" changes.
-*/
-
-#####GDescription:
-Set cut level "v". If the player race can't be cut then the time is
-forced to 0. A value > 1000 is a mortal wound. A value > 200 is a deep
-gash. A value > 100 is a severe cut. A value > 50 is a nasty cut. A
-value > 25 is a bad cut. A value > 10 is a light cut. A value > 0 is a
-graze. If the cut level has increased, a message is printed. There is
-a small chance of stun level in 1000, or a 1 in 16 chance of scarring
-which decreases charisma for a while.
-
-#####GParameters:
->v is the cut level.
-
-----------------------------------------------------------------------
-
-#####RFunction: set_food
-
-#####GDeclaration: bool set_food(int v);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Set "p_ptr->food", notice observable changes
-*
-* The "p_ptr->food" variable can get as large as 20000, allowing the
-* addition of the most "filling" item, Elvish Waybread, which adds
-* 7500 food units, without overflowing the 32767 maximum limit.
-*
-* Perhaps we should disturb the player with various messages,
-* especially messages about hunger status changes. XXX XXX XXX
-*
-* Digestion of food is handled in "dungeon.c", in which, normally,
-* the player digests about 20 food units per 100 game turns, more
-* when "fast", more when "regenerating", less with "slow digestion",
-* but when the player is "gorged", he digests 100 food units per 10
-* game turns, or a full 1000 food units per 100 game turns.
-*
-* Note that the player's speed is reduced by 10 units while gorged,
-* so if the player eats a single food ration (5000 food units) when
-* full (15000 food units), he will be gorged for (5000/100)*10 = 500
-* game turns, or 500/(100/5) = 25 player turns (if nothing else is
-* affecting the player speed).
-*/
-
-#####GDescription:
-Set hunger level "v". A value < 500 is fainting. A value < 1000 is
-weak. A value < 2000 is weak. A value < 10000 is full. A value
-< 15000 is bloated. A value < 20000 is gorged. If one of these
-levels is crossed a message is printed.
-
-#####GParameters:
->v is the hunger level (must be between 0 and 20000).
-
-----------------------------------------------------------------------
-
-#####RFunction: check_experience
-
-#####GDeclaration: void check_experience(void);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Advance experience levels and print experience
-*/
-
-#####GDescription:
-Check if player experience level has changed. If a player has achieved
-a level for the first time, give reward or corruption (1 chance in 3)
-if they apply, and increase skill points.
-
-----------------------------------------------------------------------
-
-#####RFunction: check_experience_obj
-
-#####GDeclaration: void check_experience_obj(object_type *o_ptr);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Advance experience levels and print experience
-*/
-
-#####GDescription:
-Check if object "o_ptr" experience level has changed. If an object has
-achieved a level for the first time, apply gains.
-
-#####GParameters:
->o_ptr is the pointer to the object gaining experience.
-
-----------------------------------------------------------------------
-
-#####RFunction: gain_exp
-
-#####GDeclaration: void gain_exp(s32b amount);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Gain experience (share it to objects if needed)
-*/
-
-#####GDescription:
-Gain "amount" of experience. Count the number of objects which will
-gain experience. The objects share equally 2/3 of "amount". Give
-corruption if it applies. Gain experience. If experience is less
-than maximum, then increase maximum experience by 20% of "amount".
-Check for level change and print experience (check_experience).
-
-#####GParameters:
->amount is the amount of experience to share.
-
-----------------------------------------------------------------------
-
-#####RFunction: lose_exp
-
-#####GDeclaration: void lose_exp(s32b amount);
-
-#####GFile: xtra2.c
-
-#####GComment:
-/*
-* Lose experience
-*/
-
-#####GDescription:
-Decrease experience by "amount". Experience can not fall below zero.
-Check for level change and print experience (check_experience).
-
-#####GParameters:
->amount is the amount of experience to lose.
-
-----------------------------------------------------------------------
-
-
-Back to the *****lua.hlp*0[lua help index] .
-
-
- [[[[[gThis file by Chris Hadgis]
-
-
diff --git a/lib/mods/theme/help/lua_pow.txt b/lib/mods/theme/help/lua_pow.txt
deleted file mode 100644
index c221a664..00000000
--- a/lib/mods/theme/help/lua_pow.txt
+++ /dev/null
@@ -1,266 +0,0 @@
-|||||oy
-#####R /----------------------------------------\
-#####R < Adding new racial powers >
-#####R \----------------------------------------/
-
-#####R=== Introduction ===
-
-You *must* download and install my lua example files from
-[[[[[Ghttp://www.moppy.co.uk/angband.htm]. And also you should read the
-*****lua_intr.txt*0[scripting introduction] file if you haven't already done
-so.
-
-The (commented) accompanying script file for this tutorial is
-lib\scpt\pheonix.lua. Open it in your text editor!
-
-#####R=== The Racial Power ===
-
-Let's start with something simple. Let's say you wanted your new race (let's
-call it "Pheonix") to be able to cast fire balls as their racial power.
-
-#####R=== Starting off ===
-
-If you have a look at pheonix.lua you'll note the first lines are comments.
-I'll talk a bit more about comments later, but it's worth pointing out that any
-lines of text preceded by a double hyphen ([[[[[B--]) will be ignored by the
-scripting engine, and are therefore comments.
-After the comments, the first 10 lines of code are as follows:
-
-#####BPHEONIX_POWER = add_power
-#####B{
-#####B ["name"] = "Fire Breath",
-#####B ["desc"] = "You are able to cast fireballs",
-#####B ["desc_get"] = "Your beak glows red",
-#####B ["desc_lose"] = "Your beak goes cold again",
-#####B ["level"] = 10,
-#####B ["cost"] = 11,
-#####B ["stat"] = A_INT,
-#####B ["fail"] = 14,
-
-So, [[[[[BPHEONIX_POWER = add_power] is registering our power. We're giving it
-a name (PHEONIX_POWER) and saying that it is defined by calling the special
-function [[[[[Badd_power]. This special function is only used to define lua-
-scripted
-powers, and has attributes which are identified by their inclusion in square
-brackets.
-Note the following:
-- Lua is case sensitive. The name of our power is a constant, will never change
-so that's been named with capitals. variables and functions are named all in
-lower case. Technically speaking, Lua does not support constants, but we can
-emulate them by variables in this way. They don't have to be capitalised, but
-if you capitalise all your constants, it makes things easier to read, and
-you'll be following normal programming protocol.
-- There are no spaces in the name of the power. Use an underscore for spaces
-if you need to improve legibility.
-
-[[[[[B"name" = "Fire Breath",] This is the name of the power as it is
-displayed in the
-U menu, and as you will define it in p_info.txt (more about that later).
-
-[[[[[B"desc" = "You are able to cast fireballs",] This is what would
-appear in the
-information display list if you drank a potion of self knowledge or
-similar.
-
-[[[[[B"desc_get" = "Your beak glows red",] This is the information displayed
-when you
-gain this power.
-
-[[[[[B"desc_lose" = "Your beak goes cold again",] This is the information
-displayed when
-you lose this power. Eg After a mutation/corruption.
-
-[[[[[B"level" = 10,] Character level which must be gained in order to use
-power,
-
-[[[[[B"cost" = 11,] Amount of mana to cast this power.
-
-[[[[[B"stat" = A_INT,] stat which will define whether it works or not,
-
-[[[[[B"fail" = 14,] how high that stat must be.
-
-So our Pheonix will be able to cast PHEONIX_POWER from clvl 10, at a cost of
-11 mana, providing that the player's intelligence is 14 and upwards.
-
-#####R=== The function ===
-
-The next section is a lot longer, so we'll look at it line by line. I'll
-strip the comments for the purpose of this helpfile.
-
-#####B["power"] = function()
-#####B local ret, dir, damage
-#####B ret, dir = get_aim_dir();
-#####B if (ret == FALSE) then
-#####B return
-#####B end
-#####B damage = player.lev*3
-#####B msg_print("You breathe fire.")
-#####B fire_ball(GF_FIRE, dir, damage, 3)
-#####Bend,
-
-The [[[[[B"power"] bit is what actually happens when the player accesses this
-power
-from their 'U' menu. Every function must start with the word [[[[[Bfunction].
-Normally, we'd also declare its name at this point, but as this is contained
-within the [[[[[Badd_power] function, we just use the word [[[[[Bfunction] The
-empty
-brackets after this denote that no arguments are passed to the function.
-Lets look at the next line.
-
-#####B local ret, dir, damage
-
-The [[[[[Blocal] bit is saying that we're going to declare some local
-variables. That
-is, that there will be three variables used in this function , that apply
-exclusively to this function, and to no others. Global variables are
-variables that apply to the whole script, in multiple functions. The three
-variables will be called [[[[[Bret] (return), [[[[[Bdir] (direction), and
-[[[[[Bdamage]. They will be used to determine the direction the ball
-will fire in, and how much damage it will do. We'll see them in use when we add
-the third line:
-
-#####B ret, dir = get_aim_dir();
-
-here we're saying that the variables will take their value from the result
-of a function. The program performs the function [[[[[Bget_aim_dir] which
-essentially asks the player to choose a direction or pick a target.
-[[[[[Bget_aim_dir]
-assigns the value [[[[[Bret] to either TRUE (if the player correctly selected a
-direction) or FALSE (if the player failed to do so (maybe they changed their
-mind, or hit the wrong key!)). The value [[[[[Bdir] is the direction which was
-selected (or the path to the target if a target was selected). OK so let's add
-the next line:
-
-#####B if (ret == FALSE) then return end
-
-This introduces another fundamental scripting concept - [[[[[Bif] statements.
-They work just as you would expect them too. You say "if a certain condition is
-met, then do the following things."
-So in this function we're saying, "if the value of [[[[[Bret] is FALSE then
-[[[[[Breturn]."
-As I mentioned above, [[[[[Bret] is false if the player aborted (either
-deliberately or accidentally) the spell casting whilst choosing a direction
-for the spell. The double equals sign are used to mean "is equal to" as a
-single equals sign is used for defining variables remember? A single equals
-sign is more of a "let x be equal to y" thing.
-[[[[[Breturn] means stop the current function. And [[[[[Bend] signifies the
-close of the [[[[[Bif]
-statement. Every [[[[[Bif] statement must begin with an [[[[[Bif] and finish
-with an [[[[[Bend].
-So, what our [[[[[Bif] statement is saying is; "if the player failed to specify
-a direction or target for the spell, stop the function here."
-If the player has correctly specified a direction/target, the function
-continues to the next line:
-
-#####B damage = player.lev*3
-
-Here we're saying that the variable [[[[[Bdamage] has a value equal to the
-players current character level, multiplied by 3.
-
-#####B msg_print("You breathe fire.")
-
-Fairly easy to see what this does - displays the message "You breathe fire."
-I could have put anything there obviously, like [[[[[Bmsg_print("You open]
-[[[[[Byour mouth and everyone falls over with the smell of hot curry")] or
-some other such rubbish. But note that the message is enclosed within double
-quotes. The quotes aren't displayed in the message on screen, but signify the
-start and end of the message.
-
-#####B fire_ball(GF_FIRE, dir, damage, 3)
-
-This is the line that casts the spell. it says execute the function
-[[[[[Bfire_ball]. Now, this doesn't mean a fireball, it means fire a ball.
-There's an important distinction there! All it knows it is doing is firing a
-ball, it doesn't know what kind of ball, or where, or how big, or how much
-damage.
-The [[[[[BGF_FIRE,] bit is what tell us it is a fire ball. If it was
-[[[[[BGF_COLD,]
- we'd have a cold ball, or [[[[[BGF_CHAOS,] it would be a chaos ball and
-so on and so on. A full list of those types can be found in *****lua_gf.txt*0[lua_gf.txt].
-[[[[[B dir,] is the direction, from the [[[[[Bget_aim_dir()] bit.
-[[[[[B damage,] is the damage. As we've already said, this will be clvl*3.
-[[[[[B 3)] is the radius.
-and finally...
-
-#####B end,
-#####B}
-
-[[[[[Bend,] tells it the function has ended. Every function must finish with
-[[[[[Bend].
-You should have spotted that after the end of each attribute is a comma. Make
-sure you include this, and don't forget the braces at the very very end to
-close the [[[[[Badd_power] function.
-
-#####R=== Finishing the LUA file ===
-
-Save this as a text file 'pheonix.lua' Put it into the lib\scrpt directory
-of ToME, and open the init.lua file which you'll find in the same
-directory.
-
-Add the following line and resave the init.lua file.
-
-#####Btome_dofile("pheonix.lua")
-
-This ensures that ToME loads your file on start-up. Because you've installed
-the example scripts, this has all been done for you.
-
-#####R=== A quick word about comments ===
-
-One of the reasons Angband has so many variants is because the source code is
-clearly commented. Almost every line of code has an accompanying comment,
-explaining what that line does. It's good practice to add comments to any code
-or script you write. It's helpful to others who are learning, anyone who takes
-over your project, and also to yourself when you come back in a month's time
-and can't remember what you did! So comment your code clearly, and well!
-
-You can also add multi line comments which should be enclosed by [[[[[B--[[]
-and
-#####B]]
-
-#####R=== Tying it all together ===
-
-You'll now need to link this 'U' power to the pheonix race via the
-p_info.txt file. Simply add a line within the class definition file that has
-the format [[[[[BR:Z:<name>]the name of the power as it appears in the
-[[[[[B"name"]
-section we did right at the beginning, remember? Seeing as there is no pheonix
-race, I've gone ahead and made one up as a demonstration. If you've downloaded
-and installed the example files from [[[[[Ghttp://www.moppy.co.uk/angband.htm/]
-then
-you'll notice you already have the pheonix race available. Printed below is
-the p_info.txt entry for it.
-
-
-#####BR:N:23:Pheonix
-#####BR:D:Born from flame, these powerful bird like creatures gain fire related
-#####BR:D:abilities as they grow.
-#####BR:S:1:0:2:1:-3:2:-5
-#####BR:K:-8:15:20:-10:5:-1:-5:-5
-#####BR:P:8:130:5:210
-#####BR:M:255:70:2:1:20:5:2:1:18:3
-#####BR:E:1:1:1:2:1:1
-#####BR:C:Warrior | Mage | Priest | Rogue | Ranger | Paladin | Blade |
-#####BR:C:Warlock | Chaos-Warrior | Monk | Mindcrafter | High-Mage |
-#####BR:C:BeastMaster | Alchemist | Power-Mage | Runecrafter |
-#####BR:C:Sorceror | Archer | Illusionist | Druid | Necromancer | Black-Knight
-|
-#####BR:C:Daemonologist | Weaponmaster | Summoner |
-#####BR:Z:Fire Ball
-#####BR:R:1:0
-#####BR:F:RES_FIRE | FEATHER |
-
-Note the [[[[[BR:Z:] line.
-
-If all is well, you should be able to start ToME now and breathe fire! Once
-you get to lvl 10 anyhow. Don't forget, this is the kind of thing wizard mode
-was invented for! Ctrl-A and confirm at the prompt, and then 'e' will allow
-you to alter stats, including experience. Approx 1000 exp should do to get you
-to clvl 10.
-
-Ready for more? How about adding a new *****lua_skil.txt*0[skill] ?
-
- [[[[[gThis file by fearoffours (fearoffours@moppy.co.uk)]
-
-
-
-
diff --git a/lib/mods/theme/help/lua_ques.txt b/lib/mods/theme/help/lua_ques.txt
deleted file mode 100644
index 1d4b9c65..00000000
--- a/lib/mods/theme/help/lua_ques.txt
+++ /dev/null
@@ -1,299 +0,0 @@
-|||||oy
-#####R /----------------------------------------\
-#####R < Adding a new quest >
-#####R \----------------------------------------/
-
-#####R=== Introduction ===
-
-Adding a quest involves a bit more work, and there is, in some ways, rather
-more potential for things to go wrong! But it's a great way of showing just
-WHAT can be done with lua scripting. It proves just how much a lua patch can
-change the overall feel of the game. And it will give you a much better idea of
-how lua interfaces with the game source. You should have read the
-*****lua_intr.txt*0[scripting introduction], *****lua_pow.txt*0[racial power tutorial]
-and *****lua_skil.txt*0[adding new skills tutorial] before going much
-further. All of the above files contain some fairly fundamental information
-which you will find necessary for full understanding of this file.
-
-The script we're looking at is going to create a quest entrance in the middle
-of Bree. Entering the quest you see a little girl who has had her necklace
-stolen. Your job is to travel down a corridor, killing some monsters on the
-way, pick up the amulet and return it to the girl. Once done, she'll reveal the
-stairs back to Bree, and give you a (randomly generated) ring. If you feel the
-monsters are too hard, the only thing to do is talk to the little girl who will
-reveal the stairs again, failing the quest for you, and also block off the
-entrance to the amulet so that you can't cheat and make off with the amulet!
-
-#####R=== Getting started ===
-
-Open amulet.lua (you have downloaded the example scripts from
-[[[[[Ghttp://www.moppy.co.uk/angband.htm], haven't you?). The first thing you
-should see is that yet again we're calling a function that takes its arguments
-from a table, making it easy to read what's going on in the script.
-
-This time our function is add_quest and we have the following keys and values:
-
-#####B["global"] = "AMULET_QUEST",
-#####B["name"] = "Hannahs lost amulet",
-#####B["desc"] = {
-#####B "Retrieve an amulet for Hannah Cooke. It's guarded!"
-#####B },
-#####B["level"] = 5,
-#####B["hooks"] = {
-
-[[[[[B"global" = ] is a constant that we set when we refer to this quest in
-various places...
-[[[[[B"name" = ] Obviously a long name for the quest. This will appear in the
-quest screen (Ctrl-Q) and we may use in some map files too.
-[[[[[B"desc" = ] This is a long description for the quest. Again this is what
-will appear in the quest screen, and each line should be not more than 80
-characters.
-[[[[[B"level" = ] This is a rough indicator of how hard the quest is, and again,
-appears in the quest screen
-[[[[[B"hooks" = ] This is the real 'meat' of the quest. Like the [[[[[B"spell_list"] key
-in the [[[[[Badd_magic] function, this is another sub-table.
-
-To understand fully the structure of the "hooks" key it's worth taking a bit of
-a detour at this point and discussing how the scripting interface works in
-general.
-
-#####R=== How the scripts work (ish) ===
-
-Essentially there's a list of events that happen in the game. As each of these
-events happen they run a check to see if there's any functions that they need
-to run at that event. When we ran the add_mkey part of adding a new skill
-power, we essentially said "when the 'm' key is pressed in the game, perform
-the [[[[[Bexecute_magic(constructor_powers)] function". Likewise we did a similar
-thing with adding the racial power, only we hooked onto the pressing of the
-'U' key.
-
-All of this was partly hidden because of the way that the [[[[[Badd_magic] and
-[[[[[Badd_power] functions work. But here in the [[[[[Badd_quest] function it's a bit more
-specific. We are going to specify what events we're going to hook onto, and
-what functions we want to trigger at that event.
-
-A full list of hooks can be found in the source-file util.pkg.
-
-#####R=== The hooks ===
-
-#####B[HOOK_BIRTH_OBJECTS] = function()
-#####B quest(AMULET_QUEST).status = QUEST_STATUS_TAKEN
-#####Bend,
-
-So here we are with our first hook. We've declared that we're adding it to the
-birth of your character. That is, the function will be called when you create
-your character. And what we're doing here is automatically declaring the quest
-as being taken, like the Dol Guldur quest is. Each quest has 7 different
-statuses:
-
-[[[[[BQUEST_STATUS_IGNORED -1 ] This is unused, but the quest is
-ignored (will not be taken and has not been taken).
-[[[[[BQUEST_STATUS_UNTAKEN 0 ] The quest has not been accepted yet
-[[[[[BQUEST_STATUS_TAKEN 1 ] You have accepted the quest
-[[[[[BQUEST_STATUS_COMPLETED 2 ] You have completed the quest
-successfully but not been rewarded for it
-[[[[[BQUEST_STATUS_REWARDED 3 ] You've completed and rewarded the quest
-[[[[[BQUEST_STATUS_FAILED 4 ] You've failed the quest
-[[[[[BQUEST_STATUS_FINISHED 5 ] The quest is completely finished
-successfully.
-[[[[[BQUEST_STATUS_FAILED_DONE 6 ] The quest is completely finished
-unsuccessfully.
-
-You see that we've used the constant we defined in the "global" section is
-passed as an argument to [[[[[Bquest.status].
-
-Next hook then:
-
-#####B[HOOK_GEN_QUEST] = function()
-#####B if (player.inside_quest ~= AMULET_QUEST) then
-#####B return FALSE
-#####B else
-#####B load_map("amulet.map", 2, 2)
-#####B return TRUE
-#####B end
-#####Bend,
-
-Ok, we're hooking onto the generation of the quest here. This is specifically
-triggered in this instance by going down the quest entrance stairs in Bree.
-Once you've gone down the stairs, you are technically inside the quest, which
-means we can say if the person is not inside the amulet quest, then ignore this
-function, otherwise load the file 'amulet.map' at co-ordinates x=2 y=2. You'll
-find the amulet.map file in the edit directory, make sure you check it out. The
-syntax for map files is fairly simple, though I might get round to writing a
-tutorial on them some day! In the mean time holler for me at the usual email
-address if you're unsure.
-
-#####B[HOOK_FEELING] = function()
-#####B if (player.inside_quest ~= AMULET_QUEST) then
-#####B return FALSE
-#####B else
-#####B cmsg_print(TERM_L_BLUE, "Hannah speaks to you:")
-#####B cmsg_print(TERM_YELLOW, "'Some nasty monsters stole my
-#####B favourite necklace.'")
-#####B cmsg_print(TERM_YELLOW, "'It's hidden at the back of that
-#####B corridor! Please fetch it for me'")
-#####B return TRUE
-#####B end
-#####Bend,
-
-We're moving into some rather more obvious territory here, and getting into the
-meat of the quest. The [[[[[BHOOK_FEELING] is triggered at the point when the level
-feeling appears. It's important that this is run only if the player is inside
-the amulet quest, as otherwise it will trigger EVERY time a level feeling
-occurs, when you go down a level in the barrow-downs, whenever! Returning TRUE
-will replace the level feeling with what's above, returning FALSE will still
-perform the function but will amend the normal level feeling - so here if we'd
-returned false we'd still get our custom messages, but they'd follow with
-'looks like a typical quest level'. Of course returning false may cause you
-other problems (see end of this file!) depending on what else you have in your
-function.
-
-#####B[HOOK_GIVE] = function(m_idx, item)
-
-#####B m_ptr = monster(m_idx)
-#####B o_ptr = get_object(item)
-
-#####B if (m_ptr.r_idx == test_monster_name("Hannah Cooke, a little girl"))
-#####B and (o_ptr.tval == TV_AMULET) and (o_ptr.sval == 2) then
-
-#####B cmsg_print(TERM_YELLOW, "'Thank-you!'")
-
-#####B inven_item_increase(item, -1)
-#####B inven_item_optimize(item)
-
-#####B quest(AMULET_QUEST).status = QUEST_STATUS_COMPLETED
-
-#####B cave_set_feat(7, 6, 6)
-
-#####B cmsg_print(TERM_YELLOW, "'Here, take this pretty ring I found
-#####B as a token of gratitude!'")
-#####B random_type = randint(57)
-#####B reward = create_object(TV_RING, random_type)
-#####B drop_near(reward, -1, py, px)
-#####B quest(AMULET_QUEST).status = QUEST_STATUS_REWARDED
-#####B return TRUE
-#####B else
-#####B return FALSE
-#####B end
-#####Bend,
-
-This is a fairly long function, but don't be intimidated. It's not really
-difficult to understand. As you can see we're hooking into the giving of an
-object to a monster (the 'y' key). Because of this, the function takes two
-arguments - [[[[[Bm_idx] (the monster that you're giving to) and [[[[[Bitem] (the item that
-you're giving).
-
-We then make it possible to work with the monster and item variables by
-referencing them to two functions which identify them from the edit files:
-[[[[[Bmonster()] and [[[[[Bget_object()]. This enables us to now say, 'if the name of the
-monster is "Hannah Cooke, a little girl" and the type of item is an amulet and
-that amulet is an amulet of adornment, then carry out the following commands'.
-
-We then say call the function [[[[[Binven_item_increase()] which places an object in
-the inventory. It takes two arguments, the first being what object to put in
-the inventory and the second being how many of that type of objects to put in
-the inventory. You can see that by placing -1 as the second argument it fairly
-obviously subtracts that item from the inventory. The [[[[[Binven_item_optimize()]
-function checks that there are no empty inventory slots, and if there are,
-erases them.
-
-The quest is then completed, and the stairs are revealed using the
-[[[[[Bcave_set_feat()] function. This function takes three arguments, the first is the
-x co-ordinate of the cave square you wish to change (counted from top left) the
-second is the y co-ordinate, and the third is the index number of the feature
-you wish the square to become as defined in f_info.txt.
-
-We then set about rewarding the player. As you can see we call [[[[[Bcreate_object()]
-which takes two variables: the first is the type of object (these are all
-listed in object.pkg) and the second is the sub-type of that object. I searched
-k_info.txt to see how many different types of ring there were (57) and used a
-randomly selected number with a maximum value of 57 as that specific sub-type.
-
-We then drop the object (although it's been created, it has only been created
-in the game's memory, it's nowhere that the player can interact with it until
-we drop it). The [[[[[Bdrop_near()] function takes 3 variables, the first being the
-object that you wish to drop, the second being the chance that it disappears
-(like an arrow, or mimicked creature) on drop. If you set it to -1, it won't
-ever disappear. The last two are the co-ordinates at which the object will be
-dropped. py and px are the global variables defined by where the player is
-standing, so in this case it will drop under the player. You could do
-[[[[[Binven_item_increase(reward, 1)] if you wanted, but I wanted to show a variety of
-ways of handling objects.
-
-OK, let's take a look at the next hook:
-
-#####B[HOOK_CHAT] = function(m_idx)
-#####B m_ptr = monster(m_idx)
-#####B if (m_ptr.r_idx == test_monster_name("Hannah Cooke, a little girl")) then
-#####B if (quest(AMULET_QUEST).status == QUEST_STATUS_REWARDED) then
-#####B cmsg_print(TERM_YELLOW, "'Bye!'")
-#####B else
-#####B cmsg_print(TERM_YELLOW, "'Are the monsters too tough?
-#####B Do you want to leave?'")
-#####B if (get_check("Really leave and fail the quest?") ==
-#####B FALSE)
-#####B then
-#####B cmsg_print(TERM_YELLOW, "'Go and get my
-#####B amulet then!'")
-#####B else
-#####B cmsg_print(TERM_YELLOW, "'Awww. Never
-#####B mind. It was only a bit of rabbits foot'")
-#####B quest(AMULET_QUEST).status =
-#####B QUEST_STATUS_FAILED
-#####B cave_set_feat(7, 6, 6)
-#####B cave_set_feat(12, 5, 60)
-#####B end
-#####B end
-#####B return TRUE
-#####B end
-#####B return FALSE
-#####Bend,
-
-This only looks complicated because of the nested 'if' statements. It's easy to
-lose your way when doing this kind of thing, always make sure you close all the
-statements and put the returns in the right place. [[[[[BHOOK_CHAT] functions have one
-argument - the monster you are chatting to. As you can see, we perform a check
-to make sure it's the right monster and then away we go.... If the player wants
-to leave the quest without completion they talk to Hannah, who gives them a
-chance to change their mind! If the player asks to leave the entrance to the
-corridor is blocked off (the second cave_set_feat()) so that the user can't
-then go and get the amulet. Gumband or Zangband players may at this point think
-they've lost out on the rabbits foot of burglary! (they haven't though as it
-doesn't exist in ToME).
-
-#####B[HOOK_CHAR_DUMP] = function()
-#####B if (quest(AMULET_QUEST).status == QUEST_STATUS_FAILED) then
-#####B print_hook("\n You chickened out of rescuing a necklace and
-#####B made a little girl sad. ")
-#####B elseif (quest(AMULET_QUEST).status == QUEST_STATUS_COMPLETED) or
-#####B (quest(AMULET_QUEST).status == QUEST_STATUS_REWARDED) or
-#####B (quest(AMULET_QUEST).status == QUEST_STATUS_FINISHED) then
-#####B print_hook("\n You rescued little Hannah Cooke's necklace from
-#####B the nasty monsters ")
-#####B end
-#####B return FALSE
-#####Bend,
-
-This quite simply and obviously prints an appropriate line in the character
-dump based on the status of the quest. The [[[[[B\n] bit ensures the text goes on a
-new line, so make sure you include it! Also you should return FALSE as
-returning TRUE will stop executing all the other character dump lines (and you
-may get other quests not having their lines printed).
-
-=== A word about returning TRUE and FALSE ===
-
-As I mentioned above, you need to be careful what you return when dealing with
-HOOKS as you can mess up the game a bit. Bear in mind that if you add a
-function to [[[[[BHOOK_GEN_QUEST], every time a quest is generated, that function will
-run. If you return TRUE, then no further functions attached to that hook will
-run. If you return FALSE, it continues processing functions on that hook.
-
-That is pretty much it. Do take a look at the other included scripts that I
-haven't gone into any detail about in the files, as you'll pick up some useful
-techniques there too. Especially worthy of note is the hina.lua file which uses
-hooks outside of the quest structure and also global variables and variables in
-a table. If you have any questions, let me know at the email addy below.
-
-Back to the *****lua.hlp*0[lua help index] .
-
- [[[[[gThis file by fearoffours (fearoffours@moppy.co.uk)]
diff --git a/lib/mods/theme/help/lua_skil.txt b/lib/mods/theme/help/lua_skil.txt
deleted file mode 100644
index 87385e5d..00000000
--- a/lib/mods/theme/help/lua_skil.txt
+++ /dev/null
@@ -1,342 +0,0 @@
-|||||oy
-#####R /----------------------------------------\
-#####R < Adding new skill-based powers >
-#####R \----------------------------------------/
-
-#####R=== Introduction ===
-
-This is very much in the same vein as adding a racial/extra power, but has to
-be tied into skills, and we're defining more than one spell at once. You should
-have read the *****lua_intr.txt*0[scripting introduction] and
-*****lua_pow.txt*0[racial power tutorial] before going much further. Both of the above files
-contain some fairly fundamental information which you will find necessary for
-full understanding of this file.
-
-#####R=== Getting started ===
-
-Open construc.lua (you have downloaded the example scripts from
-[[[[[Ghttp://www.moppy.co.uk/angband.htm], haven't you?). The idea behind this
-script is that it adds a skill which affects you ability to build/knock down
-stuff. It treats the equivalent of stone-to-mud and trap-door destruction
-spells as if they were "building skills". It also adds quite a few high-level
-'spells' which do funky things like carving out corridors and chambers in a
-single turn, and building doors and stuff. Just think of it as if the person
-who has plenty of skills in this area would be a builder-type with lots of
-strength and constitution...
-
-In order to add these powers we're going to edit the s_info.txt file which
-lives in the edit folder, and add a new skill, underneath the 'misc' tree,
-called construction. The powers will then be accessed through the 'm' menu, in
-a similar way to mindcraft or alchemy skills or such. (That is, no books are
-needed to cast them, as we're treating them as a craft that has been learnt,
-rather than spells.) Our fist line of the script file reads:
-
-#####BSKILL_CONSTRUCT = 57
-
-This merely links the skill index that we'll be defining in s_info.txt to this
-file. We'll come back to this at the end of the tutorial.
-
-#####Bconstructor_powers = add_magic
-
-In a similar way to the [[[[[Badd_power] function we called when we added the
-Phoenix racial ability, this line calls a special function which we use to
-define new skills. It follows a very specific, but easy to understand form. It
-starts with a brace, which indicates the add_magic function will be storing
-these values in a table. Don't worry about this too much, but understand that a
-table starts and ends with braces [[[[[B{] and [[[[[B}] respectively. Each key
-(or field name) takes the format [[[[[B"key" = value,] (the comma is
-important!).
-
-#####B ["fail"] = function()
-#####B msg_print("You decide now is a good time for a cuppa")
-#####B end,
-#####B ["stat"] = A_STR,
-#####B ["get_level"] = function()
-#####B return get_skill_scale(SKILL_CONSTRUCT, 50)
-#####B end,
-#####B ["spell_list"] =
-
-[[[[[B"fail"] is a function that is called whenever you ##fail to cast the
-spells##. Here it does nothing spectacular.
-[[[[[B"stat"] defines the stat used to cast the spells. Here it is strength.
-Any other stat can be used, prefix it with [[[[[BA_].
-[[[[[B"get_level"] is used to determine the level of the spell. It's associated
-with spells that increase in power the more points that are invested in the
-associated skill. I know that's not terribly clear, I'll come back to it in a
-moment.
-[[[[[B"spell_list"] is just that, a list of all the spells.
-Each of these four properties within the table must end with a comma. If a
-function is defined in the property itself then we add the comma after the
-closing [[[[[Bend]. Again compare with construct.lua to see it. Any line NOT
-ending with a comma will cause a lua error on startup, probably of the type
-[[[[[V'}' expected to close '{' at line <whatever>.]
-
-#####R=== The spell list ===
-
-Each spell, within the [[[[[B"spell_list"] key has its own set of properties
-that we need to define from a sub-table so we open another set of braces to
-start the spell list, and then a third set of braces to start the first spell.
-So with all this, our first spell looks like:
-
-#####B ["spell_list"] =
-#####B {
-#####B {
-#####B ["name"] =
-#####B ["desc"] =
-#####B ["mana"] =
-#####B ["level"] =
-#####B ["fail"] =
-#####B ["spell"] =
-#####B ["info"] =
-#####B },
-
-[[[[[B"name"] is, as you would expect, the name of the spell, as you want it to
-appear in the spell list when choosing a spell. The maximum number of
-characters for this is 29.
-[[[[[B"desc"] is the description received when you hit the capital letter of
-that spell in the menu. (i.e., press 'a' to cast the first spell, but press 'A'
-to receive info about the first spell.
-[[[[[B"mana"] is the amount of mana required to cast the spell.
-[[[[[B"level"] is the level required to use that spell (that's level of the (in
-this case construction) skill, not character level!).
-[[[[[B"fail"] is base fail rate.
-[[[[[B"spell"] is the function that is executed when the spell is cast. Note
-that it MUST take the form [[[[[Bfunction() blah end] even if you're calling
-a C function directly. If you have a look at the end of the file, you'll see
-the "rebuild dungeon" spell which is identical to the "alter_reality" spell.
-However, rather than reading [[[[[B"spell" = alter_reality()], it reads:
-
-#####B["spell"] = function()
-#####B alter_reality()
-#####Bend,
-
-which appears to be a long way round to do the same thing, but this is how it
-must be done.
-
-In a similar way, the [[[[[B"info"] key must begin with a [[[[[Bfunction()]
-and return the value of what is to be displayed alongside the spell name,
-level and mana in the spell list. The maximum number of characters that can be
-displayed here is dependent on the width of the user's screen, but try to keep
-it under 12 if you can, as this will fit in a standard 80x24 terminal screen.
-The first character will need to be a space otherwise you'll have the info line
-squashed right up against the fail rate and it will look odd. If you wish to
-have this part blank in the spell list, you still need to return a value, so
-just a single space will do : [[[[[Breturn " "]
-
-All of these keys are repeated for each spell, with each spell in its own
-table (therefore, it's own set of braces). Again, check the lua file for
-clarification.
-
-When entering the spells in the "spell_list", you must take care to specify
-them in the order which they are gained, otherwise they display incorrectly in
-the spell list.
-
-You should by now be experienced enough to understand most of what's going on
-in the actual spell functions (especially if you dig around in the source a
-bit, and check out Chris Hadgis' excellent *****lua_spel.txt*0[spell.pkg] helper
-files. I'm not going to go through the whole file line by line, as this is
-something you should do yourself, figuring out what's going on. I'm going to
-examine a few of the things we haven't covered before though, so pay attention.
-
-#####R=== The get_level() function ===
-
-Probably one of the most important functions that you see reappearing in the
-file is the [[[[[Bget_level()] function. All this does is return the numerical
-value of the power that is given as the first argument. So [[[[[Bget_level]
-[[[[[B(constructor_power)] will return the current level of the constructor power.
-Given that the level of this is taken directly from the construction skill, (we
-defined that in the [[[[[B"get_level"] key, by saying [[[[[Bget_skill_scale]
-[[[[[B(SKILL_CONSTRUCT, 50)] ) it will return the value of your construction skill.
-[[[[[Bconstructor_power] is the name of the whole power, we named it thus on
-the second line of the script!
-
-[[[[[Bget_level] takes the following arguments: [[[[[Bget_level(power, max, ]
-[[[[[Bmin)]. The power is obviously which power we're taking the value from, and the
-max and min allow you to define boundaries for the spell. For instance the
-current maximum value that [[[[[Bget_level(constructor_power)] can return is
-50, as that is the maximum number of skill points you can have in that skill.
-If you were using this as the basis for the damage of a low-level bolt spell,
-you might decide that having a damage of 50 would be too much (unlikely, but
-still possible). You could therefore define a maximum value of 20 so that when
-the value of the construction skill was over 50, the maximum value for
-damage of that spell would be 20. To achieve this you'd have:
-[[[[[Bget_level(constructor_power, 20)]. In a similar way, you can force the
-minimum value of the spell to be higher than the actual construction skill
-level, with a [[[[[Bget_level(constructor_power, 50, 15)]. This would be useful
-say for spells that you wanted to be available when the construction skill
-level reaches 10, but for whom you wanted a (for example) base damage of 15
-right from the word go. These re-scale values rather than capping them!
-
-You can leave out the minimum value as I have done above. You can also leave
-the maximum value out (it will default to 50). If you want to specify a minimum
-value though, you MUST specify a maximum value as well.
-
-As you have hopefully been able to tell, the [[[[[Bget_level()] function
-enables us to have spells that increase in usefulness as you gain levels. Let's
-take the "Dismantle" spell. The function in the [[[[[B"spell"] key is as
-follows:
-
-#####Bfunction()
-#####B local ret, dir, dam
-
-#####B if (get_level(constructor_powers, 50) >= 11) then
-#####B ret, dir = get_aim_dir();
-#####B if (ret == FALSE) then return end
-#####B fire_beam(GF_KILL_TRAP, dir, 1)
-#####B else
-#####B fire_ball(GF_KILL_TRAP, 0, 1, 1)
-#####B end
-#####Bend,
-
-The [[[[[Bif] statement is obviously what really interests us here. You'll
-notice that this has the amendment of an [[[[[Belse] clause, which the [[[[[Bif]
-statement we used in the previous tutorial did not. As you would expect, if the
-condition on the first line of this statement is met, then the instructions
-immediately below it are carried out. If the condition is not met, then the
-statements that follow the [[[[[Belse] are executed.
-
-Coming back to the [[[[[Bget_level] function, we learnt from above, that the
-[[[[[Bget_level] part of this function translates as, "if the value of the
-construction_power level (which happens to be identical to the construction
-skill level) is greater than or equal to 11, cast a beam of trap disarming in
-the specified direction. (The first part of this is all straightforward,
-getting a direction, and cancelling correctly if the player presses 'ESC'.)
-Otherwise, cast a ball of trap disarming with a radius of one, centred on the
-player."
-
-In the same way, as you look at the construc.lua file, you will see that
-[[[[[Bget_level()] is used many times in this way, to increase the power of
-detection spells, to change bolt spells to ball spells, to keep a constantly
-increasing damage going, and so on.
-
-#####R=== Elseif's and things ===
-
-If you want to provide more than one alternative condition, in an
-[[[[[Bif-then-else] statement, you can use [[[[[Belseif]s which do what you
-might expect. Take a look at the first spell, "Survey area", for an example of
-this:
-
-#####Bif (get_level(constructor_powers, 50) >= 28) then
-#####B wiz_lite()
-#####Belseif (get_level(constructor_powers, 50) >= 15) then
-#####B map_area()
-#####B detect_traps(DEFAULT_RADIUS)
-#####Belseif (get_level(constructor_powers, 50) >= 5) then
-#####B detect_traps(DEFAULT_RADIUS)
-#####B detect_stairs(DEFAULT_RADIUS)
-#####B detect_doors(DEFAULT_RADIUS)
-#####Belse
-#####B detect_stairs(DEFAULT_RADIUS)
-#####B detect_doors(DEFAULT_RADIUS)
-#####Bend
-
-If the level of constructor powers is greater or equal to 28, then the function
-[[[[[Bwiz_lite()] is performed, and no other part of the if statement is
-executed. [[[[[Bwiz_lite()] is just the enlightenment spell. If it is less than
-28, the next condition is examined: that if the level of constructor powers is
-greater than or equal to 15, then [[[[[Bmap_area()](Magic mapping) and detect
-traps are called. If the level of constructor power is less than 15, it moves
-onto the next condition, which says that if the level of constructor power is
-greater than 5, then detect stairs, traps and doors. If none of these
-conditions are met,(that is, if the level of construction skill is less than 5)
-then we just detect doors and stairs.
-
-You'll note that each of the detection spells includes a DEFAULT_RADIUS
-constant. You could change this to a numerical value, or a variable defined
-somewhere else in your script. eg [[[[[Bdetect_traps(2)] would detect traps
-with a radius of 2 centred on the player.
-
-#####R=== Registering the skill type ===
-
-This is what we do at the end of the file, and is what ties the powers we've
-defined to the action of pressing the 'm' key in game. Once more we're calling
-a special function [[[[[Badd_mkey()] which takes its arguments for a table.
-There are only two keys in this table though which keeps things simple.
-
-#####Badd_mkey
-#####B{
-#####B ["mkey"] = MKEY_CONSTRUCT_POWERS,
-#####B ["fct"] = function()
-#####B execute_magic(constructor_powers)
-#####B energy_use = energy_use + 100;
-#####B end
-#####B}
-
-[[[[[B"mkey"] must be a UNIQUE value > 1000 . Here I've defined it as a
-constant, [[[[[BMKEY_CONSTRUCT_POWERS], which has the value 1004. This value
-we'll call again in the s_info.txt file.
-[[[[[B"fct"] is the function that's called when the user presses the key in the
-'m' menu. So here, it calls the [[[[[Bexecute_magic] function which actually
-displays a list of powers for the user to choose from. The argument it takes is
-the powers it will use (alchemy, mindcraft, etc., or in this case constructor),
-and then the [[[[[Benergy_use] line tells the game to take one game turn to do
-the action.
-
-#####R=== Adding the skill in s_info.txt ===
-
-Take a look in the s_info.txt file, under the Misc section. You'll see,
-
-#####BN:57:Construction
-#####BD:Ability to use constructor powers
-#####BD:Construction powers use strength
-#####BA:1004:Build or knock down stuff
-#####BI:1000
-
-The first line is the index of the skill; again this must be unique. The second
-property is the name of the skill. The [[[[[BD] lines are the lines displayed
-when the skill is highlighted in the skill screen.
-The first entry on the [[[[[BA] line is the value of the [[[[[B"mkey"] we
-defined in the [[[[[Badd_mkey] function in our script. The second entry is the
-display for selecting the construction power in the 'm' menu.
-The [[[[[BI] line is currently unused, but add a 1000 there anyway. That's what
-all the others have so when it's introduced, at least it will affect your
-powers identically to how it affects all the other powers.
-
-If you scroll to the very bottom of the file now, you'll see I've placed the
-skill at the bottom of the Misc branch of the skills tree. I then made a new
-class, constructor, which you can see in p_info.txt.
-
-That is all that is NEEDED when writing a script to add a skill - defining an
-mkey using add_mkey, and defining any powers that are called in the
-[[[[[B"fct"] (generally using [[[[[Badd_magic] ).
-
-And I've added the line
-
-#####Btome_dofile("construc.lua")
-
-in init.lua so the script is loaded on start-up!
-
-Below I'm going to talk in depth about a few other functions that you may find
-useful in your scripting.
-
-#####R=== fire_bolt() and fire_beam() ===
-
-In the last help file we looked at the routine for firing a ball -
-[[[[[Bfire_ball()]. Here's a quick note about beams and bolts...
-[[[[[Bfire_beam()] and [[[[[Bfire_bolt()] take 2 arguments:
-[[[[[B(type, direction, damage)]. So in the dismantle spell we have the
-direction passed from [[[[[Bget_aim_dir()] (the function that asks the player
-for a direction), the type of damage is [[[[[BGF_KILL_TRAP], which as you might
-expect disarms traps. And the damage is only 1 because it's not going to hurt
-monsters, just dismantle traps.
-
-#####R=== set_oppose_elec() ===
-
-OK here's another thing. Wander on down to the sparky_skills spell. After the
-appropriate bolt/ball is fired, we have the line:
-
-#####Bif player.oppose_elec == 0 then
-#####B set_oppose_elec(randint(10) + 20 + get_level(constructor_powers, 20)*3)
-#####Bend
-
-This is the bit that grants temporary resist electricity. We've called the
-function [[[[[Bset_oppose_elec(turns)], which sets the player's resist
-electricity to "on" for the time specified in the argument "turns". We're only
-calling this if the player is not already granted temporary resist electricity,
-and we've linked the number of turns it is active to the level of the
-construction skill. I've limited the maximum value of get_level to 20 in this
-instance. A similar idea can be used for temporarily granting levitation,
-extended infravision, protection against evil, resist fire, stuns, cuts and so
-on and so on. Have a look in player.pkg in the source for a full list....
-
- [[[[[gThis file by fearoffours (fearoffours@moppy.co.uk)]
diff --git a/lib/mods/theme/help/lua_spel.txt b/lib/mods/theme/help/lua_spel.txt
deleted file mode 100644
index aa4a532b..00000000
--- a/lib/mods/theme/help/lua_spel.txt
+++ /dev/null
@@ -1,2150 +0,0 @@
-|||||oy
-
-#####R /----------------------------------------\
-#####R < spell.pkg functions helper file >
-#####R \----------------------------------------/
-
-----------------------------------------------------------------------
-
-#####R=== teleport_player_directed ===
-
-#####GDeclaration
- extern void teleport_player_directed(int rad, int dir);
-
-#####GFile
- spells1.c
-
-#####GComment
-/*
- * Teleport player, using a distance and a direction as a rough guide.
- *
- * This function is not at all obsessive about correctness.
- * This function allows teleporting into vaults (!)
- */
-
-#####GDescription
-Teleport a player up to "rad" grids away roughly in "dir" direction.
-
-#####GParameters
-> "rad" must not exceed 200. The distance teleported is a minimum of a
- quarter of "rad".
-> "dir" must be from 0 to 9.
- *****fields.txt*0[direction]
-
-----------------------------------------------------------------------
-
-#####R=== teleport_away ===
-
-#####GDeclaration
- extern void teleport_away(int m_idx, int dis);
-
-#####GFile
- spells1.c
-
-#####GComment
-/*
- * Teleport a monster, normally up to "dis" grids away.
- *
- * Attempt to move the monster at least "dis/2" grids away.
- *
- * But allow variation to prevent infinite loops.
- */
-
-#####GDescription
-Teleport monster indicated by "m_idx" up to "dis" grids away.
-
-#####GParameters
-> "m_idx" is the index of the monster in m_list[].
-> "dis" must not exceed 200. The distance teleported is a minimum of a
- quarter of "dis".
-
-----------------------------------------------------------------------
-
-#####R=== teleport_player ===
-
-#####GDeclaration
- extern void teleport_player(int dis);
-
-#####GFile
- spells1.c
-
-#####GComment
-/*
- * Teleport the player to a location up to "dis" grids away.
- *
- * If no such spaces are readily available, the distance may increase.
- * Try very hard to move the player at least a quarter that distance.
- */
-
-#####GDescription
-Teleport player up to "dis" grids away.
-
-#####GParameters
-> "dis" must not exceed 200. The distance teleported is a minimum of a
- quarter of "dis".
-
-----------------------------------------------------------------------
-
-#####R=== teleport_player_to ===
-
-#####GDeclaration
- extern void teleport_player_to(int ny, int nx);
-
-#####GFile
- spells1.c
-
-#####GComment
-/*
- * Teleport player to a grid near the given location
- *
- * This function is slightly obsessive about correctness.
- * This function allows teleporting into vaults (!)
- */
-
-#####GDescription
-Teleport player to a grid near the given location ("ny", "nx"). If
-the location is empty, the player goes there, otherwise they go to
-a grid as close as possible to the location.
-
-#####GParameters
-> "ny" is the y co-ordinate of the location.
-> "nx" is the x co-ordinate of the location.
-
-----------------------------------------------------------------------
-
-#####R=== teleport_monster_to ===
-
-#####GDeclaration
- extern void teleport_monster_to(int m_idx, int ny,
- int nx);
-
-#####GFile
- spells1.c
-
-#####GComment
-/*
- * Teleport a monster to a grid near the given location
- *
- * This function is slightly obsessive about correctness.
- */
-
-#####GDescription
-Teleport monster indicated by "m_idx" to a grid near the given
-location ("ny", "nx"). If the location is empty, the monster goes
-there, otherwise they go to a grid as close as possible to the
-location.
-
-#####GParameters
-> "m_idx" is the index of the monster in m_list[].
-> "ny" is the y co-ordinate of the location.
-> "nx" is the x co-ordinate of the location.
-
-----------------------------------------------------------------------
-
-#####R=== teleport_player_level ===
-
-#####GDeclaration
- extern void teleport_player_level(void);
-
-#####GFile
- spells1.c
-
-#####GComment
-/*
- * Teleport the player one level up or down (random when legal)
- */
-
-#####GDescription
-Teleport the player one level up or down at random.
-
-----------------------------------------------------------------------
-
-#####R=== recall_player ===
-
-#####GDeclaration
- extern void recall_player(void);
-
-#####GFile
- spells1.c
-
-#####GComment
-/*
- * Recall the player to town or dungeon
- */
-
-#####GDescription
-Recall the player to town (if in dungeon) or dungeon (if in town).
-
-----------------------------------------------------------------------
-
-#####R=== take_hit ===
-
-#####GDeclaration
- extern void take_hit(int damage, cptr kb_str);
-
-#####GFile
- spells1.c
-
-#####GComment
-/*
- * Decreases players hit points and sets death flag if necessary
- *
- * XXX XXX XXX Invulnerability needs to be changed into a "shield"
- *
- * XXX XXX XXX Hack -- this function allows the user to save (or quit)
- * the game when he dies, since the "You die." message is shown before
- * setting the player to "dead".
- */
-
-#####GDescription
-Reduce the player's current hit points by "damage" points. If the
-player dies, "kb_str" is used to record what the player was killed by
-(see high-score table).
-
-#####GParameters
-> "damage" is the amount of damage.
-> "kb_str" is a string describing what killed the player.
-
-----------------------------------------------------------------------
-
-#####R=== take_sanity_hit ===
-
-#####GDeclaration
- extern void take_sanity_hit(int damage, cptr hit_from);
-
-#####GFile
- spells1.c
-
-#####GComment
-/* Decrease player's sanity. This is a copy of the function above. */
-
-#####GDescription
-Reduce the player's current sanity points by "damage" points. If the
-player dies, "hit_from" is used to record what the player was killed
-by (see high-score table).
-
-#####GParameters
-> "damage" is the amount of damage.
-> "hit_from" is a string describing what killed the player.
-
-----------------------------------------------------------------------
-
-#####R=== project ===
-
-#####GDeclaration
- extern bool project(int who, int rad, int y, int x,
- int dam, int typ, int flg);
-
-#####GFile
- spells1.c
-
-#####GComment
-/*
- * Generic "beam"/"bolt"/"ball" projection routine.
- *
- * Input:
- * who: Index of "source" monster (negative for "player")
- * jk -- -2 for traps, only used with project_jump
- * rad: Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
- * y,x: Target location (or location to travel "towards")
- * dam: Base damage roll to apply to affected monsters (or player)
- * typ: Type of damage to apply to monsters (and objects)
- * flg: Extra bit flags (see PROJECT_xxxx in "defines.h")
- *
- * Return:
- * TRUE if any "effects" of the projection were observed, else FALSE
- *
- * Allows a monster (or player) to project a beam/bolt/ball of a given kind
- * towards a given location (optionally passing over the heads of interposing
- * monsters), and have it do a given amount of damage to the monsters (and
- * optionally objects) within the given radius of the final location.
- *
- * A "bolt" travels from source to target and affects only the target grid.
- * A "beam" travels from source to target, affecting all grids passed through.
- * A "ball" travels from source to the target, exploding at the target, and
- * affecting everything within the given radius of the target location.
- *
- * Traditionally, a "bolt" does not affect anything on the ground, and does
- * not pass over the heads of interposing monsters, much like a traditional
- * missile, and will "stop" abruptly at the "target" even if no monster is
- * positioned there, while a "ball", on the other hand, passes over the heads
- * of monsters between the source and target, and affects everything except
- * the source monster which lies within the final radius, while a "beam"
- * affects every monster between the source and target, except for the casting
- * monster (or player), and rarely affects things on the ground.
- *
- * Two special flags allow us to use this function in special ways, the
- * "PROJECT_HIDE" flag allows us to perform "invisible" projections, while
- * the "PROJECT_JUMP" flag allows us to affect a specific grid, without
- * actually projecting from the source monster (or player).
- *
- * The player will only get "experience" for monsters killed by himself
- * Unique monsters can only be destroyed by attacks from the player
- *
- * Only 256 grids can be affected per projection, limiting the effective
- * "radius" of standard ball attacks to nine units (diameter nineteen).
- *
- * One can project in a given "direction" by combining PROJECT_THRU with small
- * offsets to the initial location (see "line_spell()"), or by calculating
- * "virtual targets" far away from the player.
- *
- * One can also use PROJECT_THRU to send a beam/bolt along an angled path,
- * continuing until it actually hits something (useful for "stone to mud").
- *
- * Bolts and Beams explode INSIDE walls, so that they can destroy doors.
- *
- * Balls must explode BEFORE hitting walls, or they would affect monsters
- * on both sides of a wall. Some bug reports indicate that this is still
- * happening in 2.7.8 for Windows, though it appears to be impossible.
- *
- * We "pre-calculate" the blast area only in part for efficiency.
- * More importantly, this lets us do "explosions" from the "inside" out.
- * This results in a more logical distribution of "blast" treasure.
- * It also produces a better (in my opinion) animation of the explosion.
- * It could be (but is not) used to have the treasure dropped by monsters
- * in the middle of the explosion fall "outwards", and then be damaged by
- * the blast as it spreads outwards towards the treasure drop location.
- *
- * Walls and doors are included in the blast area, so that they can be
- * "burned" or "melted" in later versions.
- *
- * This algorithm is intended to maximise simplicity, not necessarily
- * efficiency, since this function is not a bottleneck in the code.
- *
- * We apply the blast effect from ground zero outwards, in several passes,
- * first affecting features, then objects, then monsters, then the player.
- * This allows walls to be removed before checking the object or monster
- * in the wall, and protects objects which are dropped by monsters killed
- * in the blast, and allows the player to see all affects before he is
- * killed or teleported away. The semantics of this method are open to
- * various interpretations, but they seem to work well in practice.
- *
- * We process the blast area from ground-zero outwards to allow for better
- * distribution of treasure dropped by monsters, and because it provides a
- * pleasing visual effect at low cost.
- *
- * Note that the damage done by "ball" explosions decreases with distance.
- * This decrease is rapid, grids at radius "dist" take "1/dist" damage.
- *
- * Notice the "napalm" effect of "beam" weapons. First they "project" to
- * the target, and then the damage "flows" along this beam of destruction.
- * The damage at every grid is the same as at the "centre" of a "ball"
- * explosion, since the "beam" grids are treated as if they ARE at the
- * centre of a "ball" explosion.
- *
- * Currently, specifying "beam" plus "ball" means that locations which are
- * covered by the initial "beam", and also covered by the final "ball", except
- * for the final grid (the epicentre of the ball), will be "hit twice", once
- * by the initial beam, and once by the exploding ball. For the grid right
- * next to the epicentre, this results in 150% damage being done. The centre
- * does not have this problem, for the same reason the final grid in a "beam"
- * plus "bolt" does not -- it is explicitly removed. Simply removing "beam"
- * grids which are covered by the "ball" will NOT work, as then they will
- * receive LESS damage than they should. Do not combine "beam" with "ball".
- *
- * The array "gy[],gx[]" with current size "grids" is used to hold the
- * collected locations of all grids in the "blast area" plus "beam path".
- *
- * Note the rather complex usage of the "gm[]" array. First, gm[0] is always
- * zero. Second, for N>1, gm[N] is always the index (in gy[],gx[]) of the
- * first blast grid (see above) with radius "N" from the blast centre. Note
- * that only the first gm[1] grids in the blast area thus take full damage.
- * Also, note that gm[rad+1] is always equal to "grids", which is the total
- * number of blast grids.
- *
- * Note that once the projection is complete, (y2,x2) holds the final location
- * of bolts/beams, and the "epicentre" of balls.
- *
- * Note also that "rad" specifies the "inclusive" radius of projection blast,
- * so that a "rad" of "one" actually covers 5 or 9 grids, depending on the
- * implementation of the "distance" function. Also, a bolt can be properly
- * viewed as a "ball" with a "rad" of "zero".
- *
- * Note that if no "target" is reached before the beam/bolt/ball travels the
- * maximum distance allowed (MAX_RANGE), no "blast" will be induced. This
- * may be relevant even for bolts, since they have a "1x1" mini-blast.
- *
- * Note that for consistency, we "pretend" that the bolt actually takes "time"
- * to move from point A to point B, even if the player cannot see part of the
- * projection path. Note that in general, the player will *always* see part
- * of the path, since it either starts at the player or ends on the player.
- *
- * Hack -- we assume that every "projection" is "self-illuminating".
- *
- * Hack -- when only a single monster is affected, we automatically track
- * (and recall) that monster, unless "PROJECT_JUMP" is used.
- *
- * Note that all projections now "explode" at their final destination, even
- * if they were being projected at a more distant destination. This means
- * that "ball" spells will *always* explode.
- *
- * Note that we must call "handle_stuff()" after affecting terrain features
- * in the blast radius, in case the "illumination" of the grid was changed,
- * and "update_view()" and "update_monsters()" need to be called.
- */
-
-#####GDescription
-Generate a beam/bolt/ball starting from "who" with a radius of "rad"
-at target grid "y,x" for "damage" points of "typ" damage. The beam/
-bolt/ball can have various properties as denoted by "flg".
-
-#####GParameters
-> "who" is > 0 (index of monster in m_list[]), < 0 and
- not -100 or -101 (player), -100 or -101 (trap).
-> "rad" is 0 for a beam/bolt and 1-9 for a ball.
-> "y" is the y co-ordinate of the target grid.
-> "x" is the x co-ordinate of the target grid.
-> "dam" is the number of points of damage.
-> "typ" is the type of damage
- *****fields.txt*0[GF_fields]
-> "flg" is the projection effect
- *****fields.txt*0[PROJECT_fields]
-
-----------------------------------------------------------------------
-
-#####R=== corrupt_player ===
-
-#####GDeclaration
- extern void corrupt_player(void);
-
-#####GFile
- spells1.c
-
-#####GComment
-(none)
-
-#####GDescription
-Swap two of the players stats at random.
-
-----------------------------------------------------------------------
-
-#####R=== grow_trees ===
-
-#####GDeclaration
- extern void grow_trees(int rad);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Grow trees
- */
-
-#####GDescription
-Grow up to (("rad" x "rad") + 11) trees around the player.
-
-#####GParameters
-> "rad" is the radius of the area where trees may grow.
-
-----------------------------------------------------------------------
-
-#####R=== hp_player ===
-
-#####GDeclaration
- extern bool hp_player(int num);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Increase players hit points, notice effects
- */
-
-#####GDescription
-Add "num" points to the player's current hit points. The total can
-not exceed the maximum.
-
-#####GParameters
-> "num" is the number of points to add.
-
-----------------------------------------------------------------------
-
-#####R=== heal_insanity ===
-
-#####GDeclaration
- extern bool heal_insanity(int val);
-
-#####GFile
- spells2.c
-
-#####GComment
-/* Heal insanity. */
-
-#####GDescription
-Add "val" points to the player's current sanity points. The total can
-not exceed the maximum.
-
-#####GParameters
-> "val" is the number of points to add.
-
-----------------------------------------------------------------------
-
-#####R=== warding_glyph ===
-
-#####GDeclaration
- extern void warding_glyph(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Leave a "glyph of warding" which prevents monster movement
- */
-
-#####GDescription
-Place a glyph at the player's location. The location must be bare.
-
-----------------------------------------------------------------------
-
-#####R=== explosive_rune ===
-
-#####GDeclaration
- extern void explosive_rune(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-(none)
-
-#####GDescription
-Place a minor glyph (explosive rune) at the player's location. The
-location must be bare.
-
-----------------------------------------------------------------------
-
-#####R=== do_dec_stat ===
-
-#####GDeclaration
- extern bool do_dec_stat(int stat, int mode);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Lose a "point"
- */
-
-#####GDescription
-Attempt to reduce the player's "stat" statistic by a point.
-
-#####GParameters
-> "stat" is the statistic
- *****fields.txt*0[A_fields]
-> "mode" is the type of decrease: temporary, normal, or permanent
- *****fields.txt*0[STAT_DEC_fields]
-
-----------------------------------------------------------------------
-
-#####R=== do_res_stat ===
-
-#####GDeclaration
- extern bool do_res_stat(int stat);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Restore lost "points" in a stat
- */
-
-#####GDescription
-Restore the player's "stat" statistic.
-
-#####GParameters
-> "stat" is the statistic
- *****fields.txt*0[A_fields]
-
-----------------------------------------------------------------------
-
-#####R=== do_inc_stat ===
-
-#####GDeclaration
- extern bool do_inc_stat(int stat);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Gain a "point" in a stat
- */
-
-#####GDescription
-Increase the player's "stat" statistic by a point.
-
-#####GParameters
-> "stat" is the statistic
- *****fields.txt*0[A_fields]
-
-----------------------------------------------------------------------
-
-#####R=== identify_pack ===
-
-#####GDeclaration
- extern void identify_pack(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Identify everything being carried.
- * Done by a potion of "self knowledge".
- */
-
-#####GDescription
-Identify all items in the inventory.
-
-----------------------------------------------------------------------
-
-#####R=== remove_curse ===
-
-#####GDeclaration
- extern bool remove_curse(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Remove most curses
- */
-
-#####GDescription
-Remove all curses except for heavy curses.
-
-----------------------------------------------------------------------
-
-#####R=== remove_all_curse ===
-
-#####GDeclaration
- extern bool remove_all_curse(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Remove all curses
- */
-
-#####GDescription
-Remove all curses including heavy curses.
-
-----------------------------------------------------------------------
-
-#####R=== restore_level ===
-
-#####GDeclaration
- extern bool restore_level(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Restores any drained experience
- */
-
-#####GDescription
-Restore all drained experience points (if any).
-
-----------------------------------------------------------------------
-
-#####R=== self_knowledge ===
-
-#####GDeclaration
- extern void self_knowledge(FILE *fff);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * self-knowledge... idea from nethack. Useful for determining powers and
- * resistances of items. It saves the screen, clears it, then starts listing
- * attributes, a screenful at a time. (There are a LOT of attributes to
- * list. It will probably take 2 or 3 screens for a powerful character whose
- * using several artifacts...) -CFT
- *
- * It is now a lot more efficient. -BEN-
- *
- * See also "identify_fully()".
- *
- * XXX XXX XXX Use the "show_file()" method, perhaps.
- */
-
-#####GDescription
-Show all attributes including racial powers, mutations, and equipment
-effects.
-
-#####GParameters
-> "*ffff" points to a file (write info to file) or is NULL (write info
- to screen).
-
-----------------------------------------------------------------------
-
-#####R=== lose_all_info ===
-
-#####GDeclaration
- extern bool lose_all_info(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Forget everything
- */
-
-#####GDescription
-Forget about objects and the map.
-
-----------------------------------------------------------------------
-
-#####R=== detect_traps ===
-
-#####GDeclaration
- extern bool detect_traps(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Detect all traps on current panel
- */
-
-#####GDescription
-Detect all traps on current panel.
-
-----------------------------------------------------------------------
-
-#####R=== detect_doors ===
-
-#####GDeclaration
- extern bool detect_doors(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Detect all doors on current panel
- */
-
-#####GDescription
-Detect all doors on current panel.
-
-----------------------------------------------------------------------
-
-#####R=== detect_stairs ===
-
-#####GDeclaration
- extern bool detect_stairs(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Detect all stairs on current panel
- */
-
-#####GDescription
-Detect all stairs on current panel.
-
-----------------------------------------------------------------------
-
-#####R=== detect_treasure ===
-
-#####GDeclaration
- extern bool detect_treasure(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Detect any treasure on the current panel
- */
-
-#####GDescription
-Detect any treasure on the current panel.
-
-----------------------------------------------------------------------
-
-Field: hack_no_detect_message
-Value: FALSE
-
-----------------------------------------------------------------------
-
-#####R=== detect_objects_gold ===
-
-#####GDeclaration
- extern bool detect_objects_gold(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Detect all "gold" objects on the current panel
- */
-
-#####GDescription
-Detect all objects with the TV_GOLD flag.
-
-----------------------------------------------------------------------
-
-#####R=== detect_objects_normal ===
-
-#####GDeclaration
- extern bool detect_objects_normal(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Detect all "normal" objects on the current panel
- */
-
-#####GDescription
-Detect all objects without the TV_GOLD flag.
-
-----------------------------------------------------------------------
-
-#####R=== detect_objects_magic ===
-
-#####GDeclaration
- extern bool detect_objects_magic(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Detect all "magic" objects on the current panel.
- *
- * This will light up all spaces with "magic" items, including artifacts,
- * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
- * and "enchanted" items of the "good" variety.
- *
- * It can probably be argued that this function is now too powerful.
- */
-
-#####GDescription
-Detect all "magic" objects which are artefacts, ego items, or have one
-of the following flags - TV_AMULET, TV_RING, TV_BATERIE, TV_STAFF,
-TV_WAND, TV_ROD, TV_ROD_MAIN, TV_SCROLL, TV_POTION, TV_POTION2,
-TV_VALARIN_BOOK, TV_MAGERY_BOOK, TV_SHADOW_BOOK, TV_CHAOS_BOOK,
-TV_SPIRIT_BOOK, TV_NETHER_BOOK, TV_DAEMON_BOOK, TV_CRUSADE_BOOK,
-TV_SIGALDRY_BOOK, TV_SYMBIOTIC_BOOK, TV_MUSIC_BOOK.
-
-----------------------------------------------------------------------
-
-#####R=== detect_monsters_normal ===
-
-#####GDeclaration
- extern bool detect_monsters_normal(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Detect all "normal" monsters on the current panel
- */
-
-#####GDescription
-Detect all non-invisible monsters (without RF2_INVISIBLE).
-
-----------------------------------------------------------------------
-
-#####R=== detect_monsters_invis ===
-
-#####GDeclaration
- extern bool detect_monsters_invis(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Detect all "invisible" monsters on current panel
- */
-
-#####GDescription
-Detect all invisible monsters (with RF2_INVISIBLE).
-
-----------------------------------------------------------------------
-
-#####R=== detect_monsters_evil ===
-
-#####GDeclaration
- extern bool detect_monsters_evil(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Detect all "evil" monsters on current panel
- */
-
-#####GDescription
-Detect all evil monsters (with RF3_EVIL).
-
-----------------------------------------------------------------------
-
-#####R=== detect_monsters_good ===
-
-#####GDeclaration
- extern bool detect_monsters_good(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/* Detect good monsters */
-
-#####GDescription
-Detect all good monsters (with RF3_GOOD).
-
-----------------------------------------------------------------------
-
-#####R=== detect_monsters_xxx ===
-
-#####GDeclaration
- extern bool detect_monsters_xxx(u32b match_flag);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * A "generic" detect monsters routine, tagged to flags3
- */
-
-#####GDescription
-Detect all monsters with "match_flag" flag.
-
-#####GParameters
-> "match_flag" can be any RF3_ flag (see defines.h) but only
- RF3_DEMON, RF3_UNDEAD, RF3_GOOD work.
-
-----------------------------------------------------------------------
-
-#####R=== detect_monsters_string ===
-
-#####GDeclaration
- extern bool detect_monsters_string(cptr);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Detect all (string) monsters on current panel
- */
-
-#####GDescription
-Detect all monsters whose default monster character matches a
-character pointed to by "cptr".
-
-#####GParameters
-> "cptr" is a pointer to a single character, eg 'Z' for hounds. For
- available characters, see the "symbol" field of the graphics (G)
- line of r_info.txt.
-
-----------------------------------------------------------------------
-
-#####R=== detect_monsters_nonliving ===
-
-#####GDeclaration
- extern bool detect_monsters_nonliving(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Detect all "nonliving", "undead" or "demonic" monsters on current panel
- */
-
-#####GDescription
-Detect all non-living monsters (with RF3_NONLIVING, RF3_UNDEAD, or
-RF3_DEMON).
-
-----------------------------------------------------------------------
-
-#####R=== detect_all ===
-
-#####GDeclaration
- extern bool detect_all(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Detect everything
- */
-
-#####GDescription
-Detects traps, doors, stairs, treasure, gold objects, normal objects,
-invisible monsters, normal (visible) monsters.
-
-----------------------------------------------------------------------
-
-#####R=== stair_creation ===
-
-#####GDeclaration
- extern void stair_creation(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Create stairs at the player location
- */
-
-#####GDescription
-Create stairs at the player location. This is not allowed if the grid
-is not empty, the player is not in a dungeon, the player is on a
-special level, the player is in an arena or quest. If the player is
-in the town or wilderness the stairs will go down. If the player is
-on a quest level or at the bottom of a dungeon, the stairs will go up.
-Otherwise there is an even chance the stairs will go up or down.
-
-----------------------------------------------------------------------
-
-#####R=== wall_stone ===
-
-#####GDeclaration
- extern bool wall_stone(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-(none)
-
-#####GDescription
-Create a stone wall on the player's grid. This function uses the
-project() function to create the stone wall. Apparently zero can be
-used as the "who" parameter for the player. See details for the
-project() function elsewhere in this document.
-
-----------------------------------------------------------------------
-
-#####R=== create_artifact ===
-
-#####GDeclaration
- extern bool create_artifact(object_type *o_ptr,
- bool a_scroll, bool get_name);
-
-#####GFile
- randart.c
-
-#####GComment
-(none)
-
-#####GDescription
-Create an artifact from object "*optr".
-
-#####GParameters
-> "*optr* is a pointer to an object
-> "a_scroll" is true if the artifact is created by reading a scroll
-> "get_name" is true if the artifact is to be named by the player (if
- a_scroll is true) or created randomly (a_scroll is false), or false
- if an inscription is used.
-
-----------------------------------------------------------------------
-
-#####R=== ident_spell ===
-
-#####GDeclaration
- extern bool ident_spell(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Identify an object in the inventory (or on the floor)
- * This routine does *not* automatically combine objects.
- * Returns TRUE if something was identified, else FALSE.
- */
-
-#####GDescription
-Identify an object in the inventory (or on the floor).
-
-----------------------------------------------------------------------
-
-#####R=== identify_fully ===
-
-#####GDeclaration
- extern bool identify_fully(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Fully "identify" an object in the inventory -BEN-
- * This routine returns TRUE if an item was identified.
- */
-
-#####GDescription
-Fully "identify" an object in the inventory (or on the floor).
-
-----------------------------------------------------------------------
-
-#####R=== recharge ===
-
-#####GDeclaration
- extern bool recharge(int num);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Recharge a wand/staff/rod from the pack or on the floor.
- * This function has been rewritten in Oangband. -LM-
- *
- * Mage -- Recharge I --> recharge(90)
- * Mage -- Recharge II --> recharge(150)
- * Mage -- Recharge III --> recharge(220)
- *
- * Priest or Necromancer -- Recharge --> recharge(140)
- *
- * Scroll of recharging --> recharge(130)
- * Scroll of *recharging* --> recharge(200)
- *
- * It is harder to recharge high level, and highly charged wands,
- * staffs, and rods. The more wands in a stack, the more easily and
- * strongly they recharge. Staffs, however, each get fewer charges if
- * stacked.
- *
- * XXX XXX XXX Beware of "sliding index errors".
- */
-
-#####GDescription
-Recharge an object in the inventory (or on the floor) with "num"
-power.
-
-#####GParameters
-> "num" is the power used in recharging. It is compared to the
- object's level to determine whether the item is recharged
- successfully or destroyed. If it is recharged, it also determines
- how many charges are added, or how much recharge time is reduced.
-
-----------------------------------------------------------------------
-
-#####R=== aggravate_monsters ===
-
-#####GDeclaration
- extern void aggravate_monsters(int who);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Wake up all monsters, and speed up "los" monsters.
- */
-
-#####GDescription
-Aggravate monsters, originating from "who".
-
-#####GParameters
-> "who" is the index of monster in m_list[] (1 if it is the player)
- which triggers the aggravation;
-
-----------------------------------------------------------------------
-
-#####R=== genocide ===
-
-#####GDeclaration
- extern bool genocide(bool player_cast);
-
-#####GFile
- spells2.c
-
-#####GComment
-(none)
-
-#####GDescription
-Genocide a monster race.
-
-#####GParameters
-> "player_cast" is true if the player cast the spell so the player can
- take damage.
-
-----------------------------------------------------------------------
-
-#####R=== mass_genocide ===
-
-#####GDeclaration
- extern bool mass_genocide(bool player_cast);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Delete all nearby (non-unique) monsters
- */
-
-#####GDescription
-Delete all nearby (non-unique) monsters.
-
-#####GParameters
-> "player_cast" is true if the player cast the spell so the player can
- take damage.
-
-----------------------------------------------------------------------
-
-#####R=== probing ===
-
-#####GDeclaration
- extern bool probing(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Probe nearby monsters
- */
-
-#####GDescription
-Probe all nearby monsters.
-
-----------------------------------------------------------------------
-
-#####R=== banish_evil ===
-
-#####GDeclaration
- extern bool banish_evil(int dist);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Banish evil monsters
- */
-
-#####GDescription
-Banish nearby evil monsters doing "dist" points of GF_AWAY_EVIL
-damage.
-
-#####GParameters
-> "dist" is the amount of damage done to each monster.
-
-----------------------------------------------------------------------
-
-#####R=== dispel_evil ===
-
-#####GDeclaration
- extern bool dispel_evil(int dam);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Dispel evil monsters
- */
-
-#####GDescription
-Dispel nearby evil monsters doing "dam" points of GF_DISP_EVIL
-damage.
-
-#####GParameters
-> "dam" is the number of points of damage.
-
-----------------------------------------------------------------------
-
-#####R=== dispel_good ===
-
-#####GDeclaration
- extern bool dispel_good(int dam);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Dispel good monsters
- */
-
-#####GDescription
-Dispel nearby good monsters doing "dam" points of GF_DISP_GOOD
-damage.
-
-#####GParameters
-> "dam" is the number of points of damage.
-
-----------------------------------------------------------------------
-
-#####R=== dispel_undead ===
-
-#####GDeclaration
- extern bool dispel_undead(int dam);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Dispel undead monsters
- */
-
-#####GDescription
-Dispel nearby undead monsters doing "dam" points of GF_DISP_UNDEAD
-damage.
-
-#####GParameters
-> "dam" is the number of points of damage.
-
-----------------------------------------------------------------------
-
-#####R=== dispel_monsters ===
-
-#####GDeclaration
- extern bool dispel_monsters(int dam);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Dispel all monsters
- */
-
-#####GDescription
-Dispel all nearby monsters doing "dam" points of GF_DISP_ALL
-damage.
-
-#####GParameters
-> "dam" is the number of points of damage.
-
-----------------------------------------------------------------------
-
-#####R=== dispel_living ===
-
-#####GDeclaration
- extern bool dispel_living(int dam);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Dispel 'living' monsters
- */
-
-#####GDescription
-Dispel nearby living monsters doing "dam" points of GF_DISP_LIVING
-damage.
-
-#####GParameters
-> "dam" is the number of points of damage.
-
-----------------------------------------------------------------------
-
-#####R=== dispel_demons ===
-
-#####GDeclaration
- extern bool dispel_demons(int dam);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Dispel demons
- */
-
-#####GDescription
-Dispel nearby demon monsters doing "dam" points of GF_DISP_DEMON
-damage.
-
-#####GParameters
-> "dam" is the number of points of damage.
-
-----------------------------------------------------------------------
-
-#####R=== turn_undead ===
-
-#####GDeclaration
- extern bool turn_undead(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Turn undead
- */
-
-#####GDescription
-Turn nearby undead monsters doing a point of GF_TURN_UNDEAD damage for
-each player level.
-
-----------------------------------------------------------------------
-
-#####R=== wipe ===
-
-#####GDeclaration
- extern void wipe(int y1, int x1, int r);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Wipe -- Empties a part of the dungeon
- */
-
-#####GDescription
-Delete monsters and objects from an area of the dungeon centred at
-grid "y1,x1" for a radius "r". This does not work on special levels or
-quests. The player may be blinded. The player forgets the affected
-area and it becomes dark. All grids become floor.
-
-#####GParameters
-> "y1" is the y-coordinate of the wipe's origin.
-> "x1" is the x-coordinate of the wipe's origin.
-> "r" is the radius of the wipe.
-
-----------------------------------------------------------------------
-
-#####R=== destroy_area ===
-
-#####GDeclaration
- extern void destroy_area(int y1, int x1, int r,
- bool full);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * The spell of destruction
- *
- * This spell "deletes" monsters (instead of "killing" them).
- *
- * Later we may use one function for both "destruction" and
- * "earthquake" by using the "full" to select "destruction".
- */
-
-#####GDescription
-Delete monsters and objects from an area of the dungeon centred at
-grid "y1,x1" for a radius "r". This does not work on special levels or
-quests. The epicentre is NOT affected. The player may be blinded. The
-player forgets the affected area and it becomes dark. The grids can
-become granite, quartz, magma, or floor.
-
-#####GParameters
-> "y1" is the y-coordinate of the destruction's origin.
-> "x1" is the x-coordinate of the destruction's origin.
-> "r" is the radius of the destruction.
-> "full" is currently unused.
-
-----------------------------------------------------------------------
-
-#####R=== earthquake ===
-
-#####GDeclaration
- extern void earthquake(int cy, int cx, int r);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Induce an "earthquake" of the given radius at the given location.
- *
- * This will turn some walls into floors and some floors into walls.
- *
- * The player will take damage and "jump" into a safe grid if possible,
- * otherwise, he will "tunnel" through the rubble instantaneously.
- *
- * Monsters will take damage, and "jump" into a safe grid if possible,
- * otherwise they will be "buried" in the rubble, disappearing from
- * the level in the same way that they do when genocided.
- *
- * Note that thus the player and monsters (except eaters of walls and
- * passers through walls) will never occupy the same grid as a wall.
- * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
- * for a single turn, unless that monster can pass_walls or kill_walls.
- * This has allowed massive simplification of the "monster" code.
- */
-
-#####GDescription
-Create an earthquake centred on grid "cy,cx" with a radius of "r".
-This does not work on quest levels. The epicentre is NOT affected.
-Only about 15% of the grids are affected. The player takes 300 points
-of damage if they can't be moved to a safe grid, otherwise damage is
-from 10 to 40 points. The player forgets the affected area and it
-becomes dark. The grids can become granite, quartz, magma, or floor.
-
-#####GParameters
-Parameters:
-> "cy" is the y-coordinate of the earthquake origin.
-> "cx" is the x-coordinate of the earthquake origin.
-> "r" is the radius of the earthquake.
-
-----------------------------------------------------------------------
-
-#####R=== map_area ===
-
-#####GDeclaration
- extern void map_area(void);
-
-#####GFile
- cave.c
-
-#####GComment
-/*
- * Hack -- map the current panel (plus some) ala "magic mapping"
- */
-
-#####GDescription
-Map the current panel plus up to 10 grids up and down, and up to 20
-grids left and right.
-
-----------------------------------------------------------------------
-
-#####R=== wiz_lite ===
-
-#####GDeclaration
- extern void wiz_lite(void);
-
-#####GFile
- cave.c
-
-#####GComment
-/*
- * Light up the dungeon using "clairvoyance"
- *
- * This function "illuminates" every grid in the dungeon, memorises all
- * "objects", memorises all grids as with magic mapping, and, under the
- * standard option settings (view_perma_grids but not view_torch_grids)
- * memorises all floor grids too.
- *
- * Note that if "view_perma_grids" is not set, we do not memorise floor
- * grids, since this would defeat the purpose of "view_perma_grids", not
- * that anyone seems to play without this option.
- *
- * Note that if "view_torch_grids" is set, we do not memorise floor grids,
- * since this would prevent the use of "view_torch_grids" as a method to
- * keep track of what grids have been observed directly.
- */
-
-#####GDescription
-Light up the entire dungeon and show all monsters and objects.
-
-----------------------------------------------------------------------
-
-#####R=== wiz_lite_extra ===
-
-#####GDeclaration
- extern void wiz_lite_extra(void);
-
-#####GFile
- cave.c
-
-#####GComment
-(none)
-
-#####GDescription
-Light up the entire dungeon and show all monsters and objects. All
-squares are lit and remembered.
-
-----------------------------------------------------------------------
-
-#####R=== wiz_dark ===
-
-#####GDeclaration
- extern void wiz_dark(void);
-
-#####GFile
- cave.c
-
-#####GComment
-/*
- * Forget the dungeon map (ala "Thinking of Maud...").
- */
-
-#####GDescription
-Forget all grids and objects. All grids become dark.
-
-----------------------------------------------------------------------
-
-#####R=== lite_room ===
-
-#####GDeclaration
- extern void lite_room(int y1, int x1);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Illuminate any room containing the given location.
- */
-
-#####GDescription
-Light up the room (if any) of grid "y1,x1".
-
-#####GParameters
-> "y1" is the y-coordinate of the grid.
-> "x1" is the x-coordinate of the grid.
-
-----------------------------------------------------------------------
-
-#####R=== unlite_room ===
-
-#####GDeclaration
- extern void unlite_room(int y1, int x1);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Darken all rooms containing the given location
- */
-
-#####GDescription
-Darken all rooms (if any) of grid "y1,x1".
-
-#####GParameters
-> "y1" is the y-coordinate of the grid.
-> "x1" is the x-coordinate of the grid.
-
-----------------------------------------------------------------------
-
-#####R=== lite_area ===
-
-#####GDeclaration
- extern bool lite_area(int dam, int rad);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Hack -- call light around the player
- * Affect all monsters in the projection radius
- */
-
-#####GDescription
-Light up the room (if any) of the player's grid. Monsters take "dam"
-points of GF_LITE_WEAK damage if they are within "r" grids of the
-player.
-
-#####GParameters
-> "dam" is the number of points of damage.
-> "rad" is the radius of the effect of the damage.
-
-----------------------------------------------------------------------
-
-#####R=== unlite_area ===
-
-#####GDeclaration
- extern bool unlite_area(int dam, int rad);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Hack -- call darkness around the player
- * Affect all monsters in the projection radius
- */
-
-#####GDescription
-Darken the room (if any) of the player's grid. Monsters take "dam"
-points of GF_DARK_WEAK damage if they are within "r" grids of the
-player.
-
-#####GParameters
-> "dam" is the number of points of damage.
-> "rad" is the radius of the effect of the damage.
-
-----------------------------------------------------------------------
-
-#####R=== fire_ball_beam ===
-
-#####GDeclaration
- extern bool fire_ball_beam(int typ, int dir, int dam,
- int rad);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Cast a ball-beamed spell
- * Stop if we hit a monster, act as a "ball"
- * Allow "target" mode to pass over monsters
- * Affect grids, objects, and monsters
- */
-
-#####GDescription
-Cast a ball-beamed spell of type "typ" in direction "dir" for damage
-"dam" points with a radius of "rad" grids.
-
-#####GParameters
-> "typ" is the type of damage
- *****fields.txt*0[GF_fields]
-> "dir" must be from 0 to 9.
- *****fields.txt*0[direction]
-> "dam" is the number of points of damage.
-> "rad" is the radius of the effect of the damage (must be <= 16).
-
-----------------------------------------------------------------------
-
-#####R=== fire_ball ===
-
-#####GDeclaration
- extern bool fire_ball(int typ, int dir, int dam, int rad);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Cast a ball spell
- * Stop if we hit a monster, act as a "ball"
- * Allow "target" mode to pass over monsters
- * Affect grids, objects, and monsters
- */
-
-#####GDescription
-Cast a ball spell of type "typ" in direction "dir" for "dam" points of
-damage. The ball has a radius of "rad" grids.
-
-#####GParameters
-> "typ" is the type of damage
- *****fields.txt*0[GF_fields]
-> "dir" must be from 0 to 9.
- *****fields.txt*0[direction]
-> "dam" is the number of points of damage.
-> "rad" is the radius of the effect of the damage (must be <= 16).
-
-----------------------------------------------------------------------
-
-#####R=== fire_bolt ===
-
-#####GDeclaration
- extern bool fire_bolt(int typ, int dir, int dam);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Cast a bolt spell
- * Stop if we hit a monster, as a "bolt"
- * Affect monsters (not grids or objects)
- */
-
-#####GDescription
-Cast a bolt spell of type "typ" in direction "dir" for "dam" points of
-damage.
-
-#####GParameters
-> "typ" is the type of damage
- *****fields.txt*0[GF_fields]
-> "dir" must be from 0 to 9
- *****fields.txt*0[direction]
-> "dam" is the number of points of damage.
-
-----------------------------------------------------------------------
-
-#####R=== fire_beam ===
-
-#####GDeclaration
- extern bool fire_beam(int typ, int dir, int dam);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Cast a beam spell
- * Pass through monsters, as a "beam"
- * Affect monsters (not grids or objects)
- */
-
-#####GDescription
-Cast a beam spell of type "typ" in direction "dir" for "dam" points of
-damage.
-
-#####GParameters
-> "typ" is the type of damage
- *****fields.txt*0[GF_fields]
-> "dir" must be from 0 to 9.
- *****fields.txt*0[direction]
-> "dam" is the number of points of damage.
-
-----------------------------------------------------------------------
-
-#####R=== fire_druid_ball ===
-
-#####GDeclaration
- extern bool fire_druid_ball(int typ, int dir, int dam,
- int rad);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Cast a druidic ball spell
- * Stop if we hit a monster, act as a "ball"
- * Allow "target" mode to pass over monsters
- * Affect grids, objects, and monsters
- */
-
-#####GDescription
-Cast a ball spell of type "typ" in direction "dir" for "dam" points of
-damage. The ball has a radius of "rad" grids. The spell follows a mana
-path.
-
-#####GParameters
-> "typ" is the type of damage
- *****fields.txt*0[GF_fields]
-> "dir" must be from 0 to 9.
- *****fields.txt*0[direction]
-> "dam" is the number of points of damage.
-> "rad" is the radius of the effect of the damage (must be <= 16).
-
-----------------------------------------------------------------------
-
-#####R=== fire_druid_bolt ===
-
-#####GDeclaration
- extern bool fire_druid_bolt(int typ, int dir, int dam);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Cast a druidic bolt spell
- * Stop if we hit a monster, as a "bolt"
- * Affect monsters (not grids or objects)
- */
-
-#####GDescription
-Cast a bolt spell of type "typ" in direction "dir" for "dam" points of
-damage. The spell follows a mana path.
-
-#####GParameters
-> "typ" is the type of damage
- *****fields.txt*0[GF_fields]
-> "dir" must be from 0 to 9.
- *****fields.txt*0[direction]
-> "dam" is the number of points of damage.
-
-----------------------------------------------------------------------
-
-#####R=== fire_druid_beam ===
-
-#####GDeclaration
- extern bool fire_druid_beam(int typ, int dir, int dam);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Cast a druidistic beam spell
- * Pass through monsters, as a "beam"
- * Affect monsters (not grids or objects)
- */
-
-#####GDescription
-Cast a beam spell of type "typ" in direction "dir" for "dam" points of
-damage. The spell follows a mana path.
-
-#####GParameters
-> "typ" is the type of damage
- *****fields.txt*0[GF_fields]
-> "dir" must be from 0 to 9.
- *****fields.txt*0[direction]
-> "dam" is the number of points of damage.
-
-----------------------------------------------------------------------
-
-#####R=== fire_bolt_or_beam ===
-
-#####GDeclaration
- extern bool fire_bolt_or_beam(int prob, int typ, int dir,
- int dam);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Cast a bolt spell, or rarely, a beam spell
- */
-
-#####GDescription
-Cast a beam (chance of "prob" in 100) or bolt spell of type "typ" in
-direction "dir" for "dam" points of damage.
-
-#####GParameters
-> "prob" is the number of times out of 100 that the bolt will actually
- be a beam. Obviously this value should range from 1 to 99 (0 will
- always give a beam, 100 or higher will always give a beam. There are
- separate functions for these cases).
-> "typ" is the type of damage
- *****fields.txt*0[GF_fields]
-> "dir" must be from 0 to 9.
- *****fields.txt*0[direction]
-> "dam" is the number of points of damage.
-
-----------------------------------------------------------------------
-
-#####R=== alchemy ===
-
-#####GDeclaration
- extern bool alchemy(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-/* Turns an object into gold, gain some of its value in a shop */
-
-#####GDescription
-The player selects an object (and quantity if it applies) from the
-inventory or the floor and attempts to turn it into gold. If the
-price of the item is < 0 then the player gains nothing (fool's gold),
-otherwise the player gets a third of the price in gold. Artifacts are
-not affected.
-
-----------------------------------------------------------------------
-
-#####R=== alter_reality ===
-
-#####GDeclaration
- extern void alter_reality(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-(none)
-
-#####GDescription
-The player leaves the level immediately.
-
-----------------------------------------------------------------------
-
-#####R=== teleport_swap ===
-
-#####GDeclaration
- extern void teleport_swap(int dir);
-
-#####GFile
- spells2.c
-
-#####GComment
-(none)
-
-#####GDescription
-Player swaps places with target in direction "dir". The target must be
-a monster. It will not work if the space-time continuum can not be
-disrupted or if the monster resists teleportation.
-
-----------------------------------------------------------------------
-
-#####R=== project_meteor ===
-
-#####GDeclaration
- extern void project_meteor(int radius, int typ, int dam,
- u32b flg);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Apply a "project()" a la meteor shower
- */
-
-#####GDescription
-Generate between "rad" and "rad" x 2 ball spells of type "typ" for
-"dam" points of damage. The ball can have various properties as
-denoted by "flg".
-
-#####GParameters
-> "rad" is the minimum number of balls created. "rad" + randint("rad")
- balls are created. Each ball has a radius of 2 grids. Each target
- grid is within 5 grids of the player.
-> "typ" is the type of damage
- *****fields.txt*0[GF_fields]
-> "dam" is the number of points of damage.
-> "flg" is the projection effect
- *****fields.txt*0[PROJECT_fields]
-
-----------------------------------------------------------------------
-
-#####R=== passwall ===
-
-#####GDeclaration
- extern bool passwall(int dir, bool safe);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Send the player shooting through walls in the given direction until
- * they reach a non-wall space, or a monster, or a permanent wall.
- */
-
-#####GDescription
-Move the player through walls in direction "dir". if "safe" then the
-player can not end up in a wall - if they do, the wall is replaced by
-a floor. This does not work in the wilderness, on quest levels, or if
-teleport is not allowed. Stopping on monsters or inside vaults is not
-allowed.
-
-#####GParameters
-> "dir" must be from 0 to 9. It can not be 5.
- *****fields.txt*0[direction]
-> "safe" must be true if the player is not to be trapped in a wall
- when the movement is finished.
-
-----------------------------------------------------------------------
-
-#####R=== project_hook ===
-
-#####GDeclaration
- extern bool project_hook(int typ, int dir, int dam,
- int flg);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Hack -- apply a "projection()" in a direction (or at the target)
- */
-
-#####GDescription
-Generate a beam/bolt of type "typ" in direction "dir" (or at a target)
-for "dam" points of damage. The beam/bolt can have various properties
-as denoted by "flg".
-
-#####GParameters
-> "typ" is the type of damage
- *****fields.txt*0[GF_fields]
-> "dir" must be from 0 to 9. 5 means use the current target.
- *****fields.txt*0[direction]
-> "dam" is the number of points of damage.
-> "flg" is the projection effect
- *****fields.txt*0[PROJECT_fields]
-
-----------------------------------------------------------------------
-
-#####R=== reset_recall ===
-
-#####GDeclaration
- extern bool reset_recall(void);
-
-#####GFile
- spells2.c
-
-#####GComment
-(none)
-
-#####GDescription
-Ask the player for a dungeon and appropriate level within the dungeon.
-The player can not specify a dungeon they have not gone to yet. If the
-player chooses levels 99 or 100, the level is set to 98.
-
-----------------------------------------------------------------------
-
-#####R=== get_aim_dir ===
-
-#####GDeclaration
- extern bool get_aim_dir(int *dp = 0);
-
-#####GFile
- xtra2.c
-
-#####GComment
-/*
- * Get an "aiming direction" from the user.
- *
- * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
- * "0" for "current target", and "-1" for "entry aborted".
- *
- * Note that "Force Target", if set, will pre-empt user interaction,
- * if there is a usable target already set.
- *
- * Note that confusion over-rides any (explicit?) user choice.
- */
-
-#####GDescription
-Get an aiming direction from the user and store it in "dp". A target
-can be selected. If the player is confused, the direction will be
-random.
-
-#####GParameters
-> "dp" = player direction.
-
-----------------------------------------------------------------------
-
-#####R=== project_hack ===
-
-#####GDeclaration
- extern bool project_hack(int typ, int dam);
-
-#####GFile
- spells2.c
-
-#####GComment
-/*
- * Apply a "project()" directly to all viewable monsters
- *
- * Note that affected monsters are NOT auto-tracked by this usage.
- */
-
-#####GDescription
-Generate beam/bolt spells of type "typ" for "dam" points of damage to
-all viewable monsters in line of site.
-
-#####GParameters
-> "typ" is the type of damage
- *****fields.txt*0[GF_fields]
-> "dam" is the number of points of damage.
-
-----------------------------------------------------------------------
-
-
-Back to the *****lua.hlp*0[lua help index] .
-
- [[[[[gThis file by Chris Hadgis]
diff --git a/lib/mods/theme/help/lua_util.txt b/lib/mods/theme/help/lua_util.txt
deleted file mode 100644
index 8886a2b4..00000000
--- a/lib/mods/theme/help/lua_util.txt
+++ /dev/null
@@ -1,898 +0,0 @@
-|||||oy
-
-#####R /----------------------------------------\
-#####R < util.pkg functions helper file >
-#####R \----------------------------------------/
-
-----------------------------------------------------------------------
-
-#####R=== bst ===
-
-#####GDeclaration
- s32b bst(s32b what, s32b t);
-
-#####GFile
- util.c
-
-#####GComment
-/*
- * Break scalar time
- */
-
-#####GDescription
-Return the minute, hour, day, or year for turn "t". One turn takes 7.5
-seconds.
-
-#####GParameters
-> "what" is the unit to be returned and must be one of
- MINUTE (number of turns per minute, which is 8)
- HOUR (number of turns per hour, which is 480)
- DAY (number of turns per day, which is 11,520)
- YEAR (number of turns per year, which is 4,204,800)
-> "t" is the number of turns.
-
-----------------------------------------------------------------------
-
-#####R=== path_build ===
-
-#####GDeclaration
- errr path_build(char *buf, int max, cptr path, cptr file);
-
-#####GFile
- util.c
-
-#####GComment
-/*
-* Create a new path by appending a file (or directory) to a path
-*
-* This requires no special processing on simple machines, except
-* for verifying the size of the filename, but note the ability to
-* bypass the given "path" with certain special file-names.
-*
-* Note that the "file" may actually be a "sub-path", including
-* a path and a file.
-*
-* Note that this function yields a path which must be "parsed"
-* using the "parse" function above.
-*/
-
-#####GDescription
-Append file "file" to path "path" and return the result in "buf". The
-length of "buf" is a maximum of "max" characters. If "file" starts
-with '~' then return "file". If "file" starts with the path separator
-and the path separator is not blank then return "file". If there is no
-path then return "file". Otherwise return "path" + path separator +
-"file". The path separator is defined in "H-config.h".
-
-#####GParameters
-> "buf" contains the new path.
-> "max" is the maximum number of characters allowed in "buf".
-> "path" is the original path.
-> "file" is the original file.
-
-----------------------------------------------------------------------
-
-#####R=== move_cursor ===
-
-#####GDeclaration
- void move_cursor(int row, int col);
-
-#####GFile
- util.c
-
-#####GComment
-/*
-* Move the cursor
-*/
-
-#####GDescription
-Move the cursor to row "row" and column "col".
-
-#####GParameters
-> "row" is the row the cursor is to be moved to.
-> "col" is the column the cursor is to be moved to.
-
-----------------------------------------------------------------------
-
-#####R=== inkey ===
-
-#####GDeclaration
- char inkey(void);
-
-#####GFile
- util.c
-
-#####GComment
-/*
-* Get a keypress from the user.
-*
-* This function recognises a few "global parameters". These are variables
-* which, if set to TRUE before calling this function, will have an effect
-* on this function, and which are always reset to FALSE by this function
-* before this function returns. Thus they function just like normal
-* parameters, except that most calls to this function can ignore them.
-*
-* If "inkey_xtra" is TRUE, then all pending keypresses will be flushed,
-* and any macro processing in progress will be aborted. This flag is
-* set by the "flush()" function, which does not actually flush anything
-* itself, but rather, triggers delayed input flushing via "inkey_xtra".
-*
-* If "inkey_scan" is TRUE, then we will immediately return "zero" if no
-* keypress is available, instead of waiting for a keypress.
-*
-* If "inkey_base" is TRUE, then all macro processing will be bypassed.
-* If "inkey_base" and "inkey_scan" are both TRUE, then this function will
-* not return immediately, but will wait for a keypress for as long as the
-* normal macro matching code would, allowing the direct entry of macro
-* triggers. The "inkey_base" flag is extremely dangerous!
-*
-* If "inkey_flag" is TRUE, then we will assume that we are waiting for a
-* normal command, and we will only show the cursor if "hilite_player" is
-* TRUE (or if the player is in a store), instead of always showing the
-* cursor. The various "main-xxx.c" files should avoid saving the game
-* in response to a "menu item" request unless "inkey_flag" is TRUE, to
-* prevent savefile corruption.
-*
-* If we are waiting for a keypress, and no keypress is ready, then we will
-* refresh (once) the window which was active when this function was called.
-*
-* Note that "back-quote" is automatically converted into "escape" for
-* convenience on machines with no "escape" key. This is done after the
-* macro matching, so the user can still make a macro for "backquote".
-*
-* Note the special handling of "ascii 30" (ctrl-caret, aka ctrl-shift-six)
-* and "ascii 31" (ctrl-underscore, aka ctrl-shift-minus), which are used to
-* provide support for simple keyboard "macros". These keys are so strange
-* that their loss as normal keys will probably be noticed by nobody. The
-* "ascii 30" key is used to indicate the "end" of a macro action, which
-* allows recursive macros to be avoided. The "ascii 31" key is used by
-* some of the "main-xxx.c" files to introduce macro trigger sequences.
-*
-* Hack -- we use "ascii 29" (ctrl-right-bracket) as a special "magic" key,
-* which can be used to give a variety of "sub-commands" which can be used
-* any time. These sub-commands could include commands to take a picture of
-* the current screen, to start/stop recording a macro action, etc.
-*
-* If "angband_term[0]" is not active, we will make it active during this
-* function, so that the various "main-xxx.c" files can assume that input
-* is only requested (via "Term_inkey()") when "angband_term[0]" is active.
-*
-* Mega-Hack -- This function is used as the entry point for clearing the
-* "signal_count" variable, and of the "character_saved" variable.
-*
-* Hack -- Note the use of "inkey_next" to allow "keymaps" to be processed.
-*
-* Mega-Hack -- Note the use of "inkey_hack" to allow the "Borg" to steal
-* control of the keyboard from the user.
-*/
-
-#####GDescription
-Get a keypress from the user.
-
-----------------------------------------------------------------------
-
-#####R=== cmsg_print ===
-
-#####GDeclaration
- void cmsg_print(byte color, cptr msg);
-
-#####GFile
- util.c
-
-#####GComment
-/*
-* Output a message to the top line of the screen.
-*
-* Break long messages into multiple pieces (40-72 chars).
-*
-* Allow multiple short messages to "share" the top line.
-*
-* Prompt the user to make sure he has a chance to read them.
-*
-* These messages are memorised for later reference (see above).
-*
-* We could do "Term_fresh()" to provide "flicker" if needed.
-*
-* The global "msg_flag" variable can be cleared to tell us to
-* "erase" any "pending" messages still on the screen.
-*
-* XXX XXX XXX Note that we must be very careful about using the
-* "msg_print()" functions without explicitly calling the special
-* "msg_print(NULL)" function, since this may result in the loss
-* of information if the screen is cleared, or if anything is
-* displayed on the top line.
-*
-* XXX XXX XXX Note that "msg_print(NULL)" will clear the top line
-* even if no messages are pending. This is probably a hack.
-*/
-
-#####GDescription
-In color "color", output message "msg" to the top line of the screen.
-If the message is blank or has more than 1000 characters, nothing is
-printed. Long messages are split after the 40th character and before
-the 72nd character.
-
-#####GParameters
-> "color" is the color of the message.
- *****fields.txt*0[colors]
-> "msg" is the message.
-
-----------------------------------------------------------------------
-
-#####R=== msg_print ===
-
-#####GDeclaration
- void msg_print(cptr msg);
-
-#####GFile
- util.c
-
-#####GComment
-/* Hack -- for compatibility and easy sake */
-
-#####GDescription
-Print message "msg" in white (see cmsg_print() above).
-
-#####GParameters
-> "msg" is the message.
-
-----------------------------------------------------------------------
-
-#####R=== screen_save ===
-
-#####GDeclaration
- void screen_save(void);
-
-#####GFile
- util.c
-
-#####GComment
-/*
- * Save the screen, and increase the "icky" depth.
- *
- * This function must match exactly one call to "screen_load()".
- */
-
-#####GDescription
-Save a screen shot.
-
-----------------------------------------------------------------------
-
-#####R=== screen_load ===
-
-#####GDeclaration
- void screen_load(void);
-
-#####GFile
- util.c
-
-#####GComment
-/*
- * Load the screen, and decrease the "icky" depth.
- *
- * This function must match exactly one call to "screen_save()".
- */
-
-#####GDescription
-Load a previously saved screen shot.
-
-----------------------------------------------------------------------
-
-#####R=== c_put_str ===
-
-#####GDeclaration
- void c_put_str(byte attr, cptr str, int row, int col);
-
-#####GFile
- util.c
-
-#####GComment
-/*
-* Display a string on the screen using an attribute.
-*
-* At the given location, using the given attribute, if allowed,
-* add the given string. Do not clear the line.
-*/
-
-#####GDescription
-Put string "str" at row "row" and column "col" with attribute "attr".
-
-#####GParameters
-> "attr" is the color of the message.
- *****fields.txt*0[colors]
-> "msg" is the message.
-> "row" is the row the message is to be printed at.
-> "col" is the column the message is to be printed at.
-
-----------------------------------------------------------------------
-
-#####R=== c_prt ===
-
-#####GDeclaration
- void c_prt(byte attr, cptr str, int row, int col);
-
-#####GFile
- util.c
-
-#####GComment
-/*
-* Display a string on the screen using an attribute, and clear
-* to the end of the line.
-*/
-
-#####GDescription
-Clear row "row" from column "col". Put string "str" at "row", "col"
-with attribute "attr".
-
-#####GParameters
-> "attr" is the color of the message.
- *****fields.txt*0[colors]
-> "msg" is the message.
-> "row" is the row the message is to be printed at.
-> "col" is the column the message is to be printed at.
-
-----------------------------------------------------------------------
-
-#####R=== clear_from ===
-
-#####GDeclaration
- void clear_from(int row);
-
-#####GFile
- util.c
-
-#####GComment
-/*
-* Clear part of the screen
-*/
-
-#####GDescription
-Clear the screen from row "row" onwards.
-
-#####GParameters
-> "row" is the first row of the screen to be cleared.
-
-----------------------------------------------------------------------
-
-#####R=== askfor_aux ===
-
-#####GDeclaration
- bool askfor_aux(char *buf, int len);
-
-#####GFile
- util.c
-
-#####GComment
-/*
-* Get some input at the cursor location.
-* Assume the buffer is initialized to a default string.
-* Note that this string is often "empty" (see below).
-* The default buffer is displayed in yellow until cleared.
-* Pressing RETURN right away accepts the default entry.
-* Normal chars clear the default and append the char.
-* Backspace clears the default or deletes the final char.
-* ESCAPE clears the buffer and the window and returns FALSE.
-* RETURN accepts the current buffer contents and returns TRUE.
-*/
-
-#####GDescription
-Get string "buf" from the screen. "buf" is to be no more than "len"
-bytes. The string starts at the current cursor position. The length
-can not exceed the number of bytes from the cursor to the end of the
-line. Accept user input until the escape or return key is pressed.
-
-#####GParameters
-> "buf" is the string returned from the screen.
-> "len" is the length of the string. If it is <1 it is forced to 1.
-
-----------------------------------------------------------------------
-
-#####R=== get_string ===
-
-#####GDeclaration
- bool get_string(cptr prompt, char *buf, int len);
-
-#####GFile
- util.c
-
-#####GComment
-/*
-* Get a string from the user
-*
-* The "prompt" should take the form "Prompt: "
-*
-* Note that the initial contents of the string is used as
-* the default response, so be sure to "clear" it if needed.
-*
-* We clear the input, and return FALSE, on "ESCAPE".
-*/
-
-#####GDescription
-Print prompt "prompt" at the top-left corner of the screen and return
-response "buf" which will have a maximum length "length". If ESCAPE
-is entered, the function returns FALSE, otherwise it returns TRUE.
-
-#####GParameters
-> "prompt" is the prompt for input.
-> "buf" is the returned response.
-> "len" is the maximum length of the string.
-
-----------------------------------------------------------------------
-
-#####R=== get_check ===
-
-#####GDeclaration
- bool get_check(cptr prompt);
-
-#####GFile
- util.c
-
-#####GComment
-/*
-* Verify something with the user
-*
-* The "prompt" should take the form "Query? "
-*
-* Note that "[y/n]" is appended to the prompt.
-*/
-
-#####GDescription
-Ask the user question "prompt" which requires a yes/no answer. The
-prompt appears in the top-left corner of the screen. A response of
-'Y' (either case) returns TRUE. A response of 'N' (either case) or
-ESCAPE returns FALSE.
-
-#####GParameters
-> "prompt" is the question asked. It has a maximum length of 70
- characters.
-
-----------------------------------------------------------------------
-
-#####R=== get_com_lua ===
-
-#####GDeclaration
- bool get_com_lua @ get_com(cptr promtp, int *com);
-
-#####GFile
- util.c
-
-#####GComment
-/*
-* Prompts for a keypress
-*
-* The "prompt" should take the form "Command: "
-*
-* Returns TRUE unless the character is "Escape"
-*/
-
-#####GDescription
-Ask the user for command "prompt" and return the key press "com". A
-response of ESCAPE returns FALSE. All other responses return TRUE.
-
-#####GParameters
-> "prompt" is the prompt for the key press.
-> "com" is the returned key press.
-
-----------------------------------------------------------------------
-
-#####R=== get_quantity ===
-
-#####GDeclaration
- s32b get_quantity(cptr prompt, s32b max);
-
-#####GFile
- util.c
-
-#####GComment
-/*
-* Request a "quantity" from the user
-*
-* Hack -- allow "command_arg" to specify a quantity
-*/
-
-#####GDescription
-Ask the user for quantity "prompt" of maximum value "max" and return
-a quantity. If the user quantity is higher than the maximum then the
-maximum is returned. If the response is a letter then the maximum is
-returned. If the user quantity is negative then zero is returned.
-
-#####GParameters
-> "prompt" is the prompt for a quantity.
-> "max" is the maximum value allowed.
-
-----------------------------------------------------------------------
-
-#####R=== test_monster_name ===
-
-#####GDeclaration
- int test_monster_name(cptr name);
-
-#####GFile
- util.c
-
-#####GComment
-/*
- * Given monster name as string, return the index in r_info array. Name
- * must exactly match (look out for commas and the like!), or else 0 is
- * returned. Case doesn't matter. -GSN-
- */
-
-#####GDescription
-Return the monster index for monster with name "name". If no match is
-found then zero is returned.
-
-#####GParameters
-> "name" is the monster name.
-
-----------------------------------------------------------------------
-
-#####R=== test_item_name ===
-
-#####GDeclaration
- int test_item_name(cptr name);
-
-#####GFile
- util.c
-
-#####GComment
-/*
- * Given item name as string, return the index in k_info array. Name
- * must exactly match (look out for commas and the like!), or else 0 is
- * returned. Case doesn't matter. -DG-
- */
-
-#####GDescription
-Return the item index for item with name "name". If no match is found
-then zero is returned.
-
-#####GParameters
-> "name" is the item name.
-
-----------------------------------------------------------------------
-
-#####R=== luck ===
-
-#####GDeclaration
- int luck(int min, int max);
-
-#####GFile
- xtra1.c
-
-#####GComment
-/*
- * Return a luck number between a certain range
- */
-
-#####GDescription
-Return a number for luck between minimum "min" and maximum "max". The
-value begins with the player's current luck. The value is forced to
-be between -30 and +30. 30 is added to give a value between 0 and 60.
-The value is multiplied by the range (maximum - minimum) and divided
-by 60. The value is increased by the minimum. The value is returned.
-
-For example, if the player's current luck is 15, the minimum is -10,
-and the maximum is 10 (range 20), then the value returned is
-(45 * 20) / 60 which is 900 / 60 which is 15 + the minimum -10 gives
-a returned value of 5.
-
-#####GParameters
-> "min" is the minimum luck.
-> "max" is the maximum luck. Beware: this should be greater than the
- minimum but it is not checked!
-
-----------------------------------------------------------------------
-
-#####R=== get_player_race_name ===
-
-#####GDeclaration
- cptr get_player_race_name(int pr, int ps);
-
-#####GFile
- util.c
-
-#####GComment
-(none)
-
-#####GDescription
-Return the name for player race "pr" and player sub-race "ps".
-
-#####GParameters
-> "pr" is the index for player race.
-> "ps" is the index for player sub-race.
-
-----------------------------------------------------------------------
-
-#####R=== quit ===
-
-#####GDeclaration
- void quit(cptr str);
-
-#####GFile
- z-util.c
-
-#####GComment
-/*
- * Exit (ala "exit()"). If 'str' is NULL, do "exit(0)".
- * If 'str' begins with "+" or "-", do "exit(atoi(str))".
- * Otherwise, plog() 'str' and exit with an error code of -1.
- * But always use 'quit_aux', if set, before anything else.
- */
-
-#####GDescription
-Quit the game. If "str" is a string then write the string to the
-error file or screen. If "str" is a number then exit with the
-number as the exit code.
-
-#####GParameters
-> "str" is an error message or exit code.
-
-----------------------------------------------------------------------
-
-#####R=== dump_hooks ===
-
-#####GDeclaration
- void dump_hooks();
-
-#####GFile
- plots.c
-
-#####GComment
-(none)
-
-#####GDescription
-Print the name and type (C or Lua) of hooks in the hook list.
-
-----------------------------------------------------------------------
-
-#####R=== add_hook_script ===
-
-#####GDeclaration
- void add_hook_script(int h_idx, char *script, cptr name);
-
-#####GFile
- plots.c
-
-#####GComment
-(none)
-
-#####GDescription
-To hook list with index "h_idx", add a script with script file
-"script" and name "name" as a Lua hook if a hook with that name
-does not already exist.
-
-#####GParameters
-> "h_idx" is the index of the hook list in the array of hook lists.
-> "script" is the name of the script file.
-> "name" is the name of the hook to be added.
-
-----------------------------------------------------------------------
-
-#####R=== del_hook_name ===
-
-#####GDeclaration
- void del_hook_name(int h_idx, cptr name);
-
-#####GFile
- plots.c
-
-#####GComment
-(none)
-
-#####GDescription
-Search hook list with index "h_idx" and remove the hook with name
-"name".
-
-#####GParameters
-> "h_idx" is the index of the hook list in the array of hook lists.
-> "name" is the name of the hook to be removed.
-
-----------------------------------------------------------------------
-
-#####R=== pern_dofile ===
-
-#####GDeclaration
- bool pern_dofile(char *file);
-
-#####GFile
- script.c
-
-#####GComment
-(none)
-
-#####GDescription
-Parse the Lua script file "file".
-
-#####GParameters
-> "file" is the Lua script file to be parsed.
-
-----------------------------------------------------------------------
-
-#####R=== intMod ===
-
-#####GDeclaration
- s32b intMod(s32b a, s32b b);
-
-#####GFile
- script.c
-
-#####GComment
-(none)
-
-#####GDescription
-Return the result of operation "a" mod "b" (a % b).
-
-#####GParameters
-> "a" is a number.
-> "b" is a number.
-
-----------------------------------------------------------------------
-
-#####R=== intAnd ===
-
-#####GDeclaration
- s32b intAnd(s32b a, s32b b);
-
-#####GFile
- script.c
-
-#####GComment
-(none)
-
-#####GDescription
-Return the result of bitwise operation "a" AND "b" (a & b).
-
-#####GParameters
-> "a" is a number.
-> "b" is a number.
-
-----------------------------------------------------------------------
-
-#####R=== intOr ===
-
-#####GDeclaration
- s32b intOr(s32b a, s32b b);
-
-#####GFile
- script.c
-
-#####GComment
-(none)
-
-#####GDescription
-Return the result of bitwise operation "a" OR "b" (a | b).
-
-#####GParameters
-> "a" is a number.
-> "b" is a number.
-
-----------------------------------------------------------------------
-
-#####R=== intXor ===
-
-#####GDeclaration
- s32b intXor(s32b a, s32b b);
-
-#####GFile
- script.c
-
-#####GComment
-(none)
-
-#####GDescription
-Return the result of bitwise operation "a" XOR "b" (a ^ b).
-
-#####GParameters
-> "a" is a number.
-> "b" is a number.
-
-----------------------------------------------------------------------
-
-#####R=== intShiftl ===
-
-#####GDeclaration
- s32b intShiftl(s32b a, s32b b);
-
-#####GFile
- script.c
-
-#####GComment
-(none)
-
-#####GDescription
-Return the result of bitwise operation "a" << "b".
-
-#####GParameters
-> "a" is a number.
-> "b" is a number.
-
-----------------------------------------------------------------------
-
-#####R=== intShiftr ===
-
-#####GDeclaration
- s32b intShiftr(s32b a, s32b b);
-
-#####GFile
- script.c
-
-#####GComment
-(none)
-
-#####GDescription
-Return the result of bitwise operation "a" >> "b".
-
-#####GParameters
-> "a" is a number.
-> "b" is a number.
-
-----------------------------------------------------------------------
-
-#####R=== intBitNot ===
-
-#####GDeclaration
- s32b intBitNot(s32b b);
-
-#####GFile
- script.c
-
-#####GComment
-(none)
-
-#####GDescription
-Return the result of bitwise operation NOT "b" (~ b).
-
-#####GParameters
-> "b" is a number.
-
-----------------------------------------------------------------------
-
-#####R=== register_savefile ===
-
-#####GDeclaration
- void register_savefile(int num);
-
-#####GFile
- loadsave.c
-
-#####GComment
-/*
- * Add num slots to the savefile
- */
-
-#####GDescription
-Add "num" slots to the save file.
-
-#####GParameters
-> "num" is the number of slots to add to the savefile. If num is <0
- then "num" is forced to zero.
-
-----------------------------------------------------------------------
-
-#####R=== save_number_key ===
-
-#####GDeclaration
- void save_number_key(char *key, s32b val);
-
-#####GFile
- util.c
-
-#####GComment
-(none)
-
-#####GDescription
-Save the length of key "key", the key itself, and the value "val" as
-bytes in the savefile.
-
-#####GParameters
-> "key" is the key string for the value.
-> "val" is the value to be saved.
-
-----------------------------------------------------------------------
-
-
-
-Back to the *****lua.hlp*0[lua help index] .
-
-
- [[[[[gThis file by Chris Hadgis]
-
diff --git a/lib/mods/theme/help/macrofaq.txt b/lib/mods/theme/help/macrofaq.txt
index 97fad944..035f674b 100644
--- a/lib/mods/theme/help/macrofaq.txt
+++ b/lib/mods/theme/help/macrofaq.txt
@@ -975,10 +975,6 @@ These are accessible through the (=) Set options command.
*****option.txt*2[(hilite_player)] -- causes the player's symbol to be drawn with the
"cursor" on it. It will be drawn with the same color as the character.
-*****option.txt*3[(player_symbols)] -- for graphics mode only, and only works when option
-(use_graphics) is also on. This apparently varies the player graphic
-and its color based on class, race, and sex.
-
#####G----------------------------------------------------------------------
#####G4.18 Recharging a rod using a Recharge Item spell
#####G----------------------------------------------------------------------
@@ -1070,15 +1066,7 @@ create a macro for a function key.
#####G5.2 How can I automatically inscribe items when I pick them up?
#####G----------------------------------------------------------------------
-You need to turn on the "Merge inscriptions when stacking" option.
-If you are already carrying the same item with an inscription, a new
-one will be added to the stack. Note that this WON'T merge discounts.
-Although discounts display like inscriptions, they are different.
-
-1) = Options
-2) 1 User interface options
-3) "Merge inscriptions when stacking" (stack_force_notes)
- move down to this line and change to "yes".
+(Content removed because it was obsolete. Inscribe-on-pickup is now the default.)
#####G----------------------------------------------------------------------
#####G5.3 Can I use macros inside other macros?
@@ -1788,9 +1776,7 @@ options screen.
rogue_like_commands
use_old_target
always_pickup
-depth_in_feet
alert_hitpoint
-auto_haggle
auto_scum
#####G----------------------------------------------------------------------
diff --git a/lib/mods/theme/help/option.txt b/lib/mods/theme/help/option.txt
index 6f538d91..00ee15a4 100644
--- a/lib/mods/theme/help/option.txt
+++ b/lib/mods/theme/help/option.txt
@@ -66,6 +66,10 @@ can also be viewed from the option menu while playing, but not changed then.
#####GYou can receive fates, good or bad [fate_option]
Allows the player to turn off ToME's *****fatespoi.txt*0[fates] for that character.
+#####GItems always sell for 0 gold [no_selling]
+ Disables selling items back to shops for money. The value of gold found in the
+ dungeon is increased to compensate.
+
~~~~~07|Options|Ingame
#####RIN GAME OPTIONS
#####R===============
@@ -109,20 +113,6 @@ off at will during the course of the game.
a door, tunnel through walls, or disarm traps or chests, that you
wish to repeat the command 99 times (see *****command.txt*0["command.txt"]).
-#####GShow dungeon level in feet [depth_in_feet]
- Display the dungeon depth in "feet" instead of as a level number (one
- level is equivalent to 50'). This also affects the monster memory display.
-
-#####GMerge inscriptions when stacking [stack_force_notes]
- Force otherwise identical objects to merge, even if one has an empty
- inscription and the other does not. The resulting stack keeps the
- non-empty inscription.
-
-#####GMerge discounts when stacking [stack_force_costs]
- Force otherwise identical objects to merge, even if they have different
- discounts. The resulting stack keeps the largest discount. This option
- may cause you to lose "value", but will give you optimal pack usage.
-
#####GAudible bell (on errors, etc) [ring_bell]
Attempt to make a "bell" noise when various errors occur.
@@ -154,7 +144,7 @@ off at will during the course of the game.
monster becomes viewable for the first time, and also whenever any
viewable monster becomes no longer viewable. This option ignores
the existence of telepathy for the purpose of determining whether
- a monster is viewable. See also the "view_reduce_view" option.
+ a monster is viewable.
#####GDisturb whenever map panel changes [disturb_panel]
This option causes you to be disturbed (stop running) when the screen
@@ -194,18 +184,6 @@ off at will during the course of the game.
dies. If this option is not selected, the "You die." message is displayed
instead.
-#####GAllow shopkeepers and uniques to speak [speak_unique]
- If this option is in use, shopkeepers may sometimes whisper rumours to
- you. Also certain monsters start boasting as they attack you, and when
- they die, they say their "last words".
-
-#####GNo query to destroy known worthless items [auto_destroy]
- It can sometimes be annoying that the Destroy command asks for confirmation
- when you are attempting to destroy a Broken sword {cursed}. If this option
- is set, no confirmation will be asked if you attempt to destroy an object
- which you know to be worthless. Of course, cursed artifacts cannot be
- destroyed even if this option is set.
-
#####GConfirm to wear/wield known cursed items [confirm_wear]
Some players may occasionally, due to a typing mistake, find themselves
wearing an item which they knew was cursed. If this option is set, you
@@ -257,18 +235,6 @@ off at will during the course of the game.
is based on the dungeon level, so the deeper you go, the better the
level will be.
-#####GAllow weapons and armor to stack [stack_allow_items]
- Allow identical weapons and armor to be combined into a stack. This
- also allows unidentified, but identical, ammo to be combined, which
- may result in the auto-identification of some of the ammo, but which
- makes it a lot easier to actually use unidentified ammo.
-
-#####GAllow wands/staffs/rods to stack [stack_allow_wands]
- Allow identical wands/staffs/rods to be combined into a stack. This
- may force the items to be unstacked to use them, which may result
- in overflow of the pack. Also, the entire stack can be recharged
- (and possibly destroyed) at the same time.
-
#####GExpand the power of the look command [expand_look]
Expand the "l"ook command to allow the user to look at grids which
are not actually in view of the player, allowing the examination of
@@ -323,27 +289,10 @@ off at will during the course of the game.
Allow monsters to make paths to the player when they are nearby. This
option is extremely slow, but can produce viciously smart monsters.
~~~~~3
-#####GUse special symbols for the player char [player_symbols]
- If this option has been compiled in, it allows you to display your
- character using race / class / sex dependent colours and graphical
- symbols. Note that the support for this option may not have been
- compiled in on all platforms.
-
-#####GPlain object descriptions [plain_descriptions]
- In ToME, this option disables "full" names for identified flavoured
- objects; in other words, if this option is not in use, an identified
- Potion of Speed could be listed (for example) as a Blue Potion of Speed.
- If you prefer simpler, less verbose descriptions, set this option.
-
#####GMonsters learn from their mistakes [smart_learn]
Allow monsters to learn what spell attacks you are resistant to,
and to use this information to choose the best attacks.
-#####GMonsters exploit players weaknesses [smart_cheat]
- Allow monsters to know what spell attacks you are resistant to, without
- first having to observe such an attack upon you, and to use this
- information to choose the best attacks.
-
#####GAllow unusually small dungeon levels [small_levels]
This option enables the creation of levels of varying sizes. Levels
that are as small as one "screen" (80x24) are possible, and they can be
@@ -370,9 +319,6 @@ off at will during the course of the game.
but is extremely annoying. Certain older versions of Angband used
this behavior always, so "purists" should turn it on.
-#####GReduce view-radius in town [view_reduce_view]
- No longer in use.
-
#####GAvoid checking for user abort [avoid_abort]
Avoid checking to see if the user has pressed a key during resting
or running or repeated commands. This not only makes the game much
@@ -489,11 +435,6 @@ Features which are unique to ToME are collected in this menu.
for new players. More experienced players may wish to switch this option
off.
-#####GShow the experience needed for the next level [exp_need]
- Setting this option alters the display of experience on the left of
- the main screen to the experience needed to reach the next character level,
- instead of the character's current total experience.
-
#####GUse the old(Z) coloring scheme(reload the game) [old_colors]
Setting this option toggles the ASCII game colour display from the
standard Angband monster colours to the Zangband-based monster colours.
diff --git a/lib/mods/theme/pref/graf-ami.prf b/lib/mods/theme/pref/graf-ami.prf
deleted file mode 100644
index d9b1b356..00000000
--- a/lib/mods/theme/pref/graf-ami.prf
+++ /dev/null
@@ -1,64 +0,0 @@
-# File: graf-ami.prf
-
-#
-# This file contains color definitions and
-# graphics remapping for the Amiga version.
-#
-# Lars Haugseth <larshau@ifi.uio.no>
-#
-
-
-# Color palette - Graphics
-V:0:0x01:0x00:0x00:0x00
-V:1:0x01:0xF0:0xE0:0xD0
-V:2:0x01:0x80:0x80:0x80
-V:3:0x01:0x50:0x50:0x50
-V:4:0x01:0xE0:0xB0:0x00
-V:5:0x01:0xC0:0xA0:0x70
-V:6:0x01:0x80:0x60:0x40
-V:7:0x01:0x40:0x30:0x20
-V:8:0x01:0x00:0xA0:0xF0
-V:9:0x01:0x00:0x00:0xF0
-V:10:0x01:0x00:0x00:0x70
-V:11:0x01:0xF0:0x00:0x00
-V:12:0x01:0x80:0x00:0x00
-V:13:0x01:0x90:0x00:0xB0
-V:14:0x01:0x00:0x60:0x10
-V:15:0x01:0x60:0xF0:0x40
-
-
-# Color palette - Text
-V:16:0x01:0x00:0x00:0x00
-V:17:0x01:0xFF:0xFF:0xFF
-V:18:0x01:0xC7:0xC7:0xC7
-V:19:0x01:0xFF:0x92:0x00
-V:20:0x01:0xFF:0x00:0x00
-V:21:0x01:0x00:0xCD:0x00
-V:22:0x01:0x00:0x00:0xFE
-V:23:0x01:0xC8:0x64:0x00
-V:24:0x01:0x8A:0x8A:0x8A
-V:25:0x01:0xE0:0xE0:0xE0
-V:26:0x01:0xA5:0x00:0xFF
-V:27:0x01:0xFF:0xFD:0x00
-V:28:0x01:0xFF:0x00:0xBC
-V:29:0x01:0x00:0xFF:0x00
-V:30:0x01:0x00:0xC8:0xFF
-V:31:0x01:0xFF:0xCC:0x80
-
-
-# Standard file
-%:graf-xxx.prf
-
-
-### Feature attr/char definitions
-
-# nothing
-F:0:0x01/0x20
-
-# open floor
-F:1:0x81/0x8E
-
-# invis trap
-F:2:0x81/0x8E
-
-
diff --git a/lib/mods/theme/pref/graf-dos.prf b/lib/mods/theme/pref/graf-dos.prf
deleted file mode 100644
index 41f38c76..00000000
--- a/lib/mods/theme/pref/graf-dos.prf
+++ /dev/null
@@ -1,15 +0,0 @@
-# File: graf-win.prf
-
-#
-# This file defines special attr/char mappings for use in "graphics" mode
-#
-# See "lib/help/command.txt" and "src/files.c" for more information.
-#
-
-# Standard file
-?:[EQU $GRAF old]
-%:graf-xxx.prf
-
-# New tiles
-?:[EQU $GRAF new]
-%:graf-new.prf
diff --git a/lib/mods/theme/pref/graf-ibm.prf b/lib/mods/theme/pref/graf-ibm.prf
deleted file mode 100644
index eee54a13..00000000
--- a/lib/mods/theme/pref/graf-ibm.prf
+++ /dev/null
@@ -1,6237 +0,0 @@
-# File: graf-ibm.prf
-
-# This file defines special attr/char mappings for use in the pseudo
-# graphics mode using character generator font redefinitions. It can
-# also be used with X11/XAW/GTK ports by generating a bdf (then pcf)
-# file from lib/xtra/angband.fnt. How to do so is beyond the scope of
-# this file.
-#
-# See "lib/help/command.txt" and "src/files.c" for more information.
-#
-
-
-##### Special attr/char values #####
-
-## # Unused
-## S:0x00:0x00/0x40
-## S:0x01:0x01/0x40
-## S:0x02:0x02/0x40
-## S:0x03:0x03/0x40
-## S:0x04:0x04/0x40
-## S:0x05:0x05/0x40
-## S:0x06:0x06/0x40
-## S:0x07:0x07/0x40
-## S:0x08:0x08/0x40
-## S:0x09:0x09/0x40
-## S:0x0A:0x0A/0x40
-## S:0x0B:0x0B/0x40
-## S:0x0C:0x0C/0x40
-## S:0x0D:0x0D/0x40
-## S:0x0E:0x0E/0x40
-## S:0x0F:0x0F/0x40
-
-## # Unused
-## S:0x10:0x00/0x40
-## S:0x11:0x01/0x40
-## S:0x12:0x02/0x40
-## S:0x13:0x03/0x40
-## S:0x14:0x04/0x40
-## S:0x15:0x05/0x40
-## S:0x16:0x06/0x40
-## S:0x17:0x07/0x40
-## S:0x18:0x08/0x40
-## S:0x19:0x09/0x40
-## S:0x1A:0x0A/0x40
-## S:0x1B:0x0B/0x40
-## S:0x1C:0x0C/0x40
-## S:0x1D:0x0D/0x40
-## S:0x1E:0x0E/0x40
-## S:0x1F:0x0F/0x40
-
-## # Unused
-## S:0x20:0x00/0x40
-## S:0x21:0x01/0x40
-## S:0x22:0x02/0x40
-## S:0x23:0x03/0x40
-## S:0x24:0x04/0x40
-## S:0x25:0x05/0x40
-## S:0x26:0x06/0x40
-## S:0x27:0x07/0x40
-## S:0x28:0x08/0x40
-## S:0x29:0x09/0x40
-## S:0x2A:0x0A/0x40
-## S:0x2B:0x0B/0x40
-## S:0x2C:0x0C/0x40
-## S:0x2D:0x0D/0x40
-## S:0x2E:0x0E/0x40
-## S:0x2F:0x0F/0x40
-
-# Spells (*)
-S:0x30:0x00/0x2A
-S:0x31:0x01/0x2A
-S:0x32:0x02/0x2A
-S:0x33:0x03/0x2A
-S:0x34:0x04/0x2A
-S:0x35:0x05/0x2A
-S:0x36:0x06/0x2A
-S:0x37:0x07/0x2A
-S:0x38:0x08/0x2A
-S:0x39:0x09/0x2A
-S:0x3A:0x0A/0x2A
-S:0x3B:0x0B/0x2A
-S:0x3C:0x0C/0x2A
-S:0x3D:0x0D/0x2A
-S:0x3E:0x0E/0x2A
-S:0x3F:0x0F/0x2A
-
-# Spells (|)
-S:0x40:0x00/0x7C
-S:0x41:0x01/0x7C
-S:0x42:0x02/0x7C
-S:0x43:0x03/0x7C
-S:0x44:0x04/0x7C
-S:0x45:0x05/0x7C
-S:0x46:0x06/0x7C
-S:0x47:0x07/0x7C
-S:0x48:0x08/0x7C
-S:0x49:0x09/0x7C
-S:0x4A:0x0A/0x7C
-S:0x4B:0x0B/0x7C
-S:0x4C:0x0C/0x7C
-S:0x4D:0x0D/0x7C
-S:0x4E:0x0E/0x7C
-S:0x4F:0x0F/0x7C
-
-# Spells (-)
-S:0x50:0x00/0x2D
-S:0x51:0x01/0x2D
-S:0x52:0x02/0x2D
-S:0x53:0x03/0x2D
-S:0x54:0x04/0x2D
-S:0x55:0x05/0x2D
-S:0x56:0x06/0x2D
-S:0x57:0x07/0x2D
-S:0x58:0x08/0x2D
-S:0x59:0x09/0x2D
-S:0x5A:0x0A/0x2D
-S:0x5B:0x0B/0x2D
-S:0x5C:0x0C/0x2D
-S:0x5D:0x0D/0x2D
-S:0x5E:0x0E/0x2D
-S:0x5F:0x0F/0x2D
-
-# Spells (/)
-S:0x60:0x00/0x2F
-S:0x61:0x01/0x2F
-S:0x62:0x02/0x2F
-S:0x63:0x03/0x2F
-S:0x64:0x04/0x2F
-S:0x65:0x05/0x2F
-S:0x66:0x06/0x2F
-S:0x67:0x07/0x2F
-S:0x68:0x08/0x2F
-S:0x69:0x09/0x2F
-S:0x6A:0x0A/0x2F
-S:0x6B:0x0B/0x2F
-S:0x6C:0x0C/0x2F
-S:0x6D:0x0D/0x2F
-S:0x6E:0x0E/0x2F
-S:0x6F:0x0F/0x2F
-
-# Spells (\)
-S:0x70:0x00/0x5C
-S:0x71:0x01/0x5C
-S:0x72:0x02/0x5C
-S:0x73:0x03/0x5C
-S:0x74:0x04/0x5C
-S:0x75:0x05/0x5C
-S:0x76:0x06/0x5C
-S:0x77:0x07/0x5C
-S:0x78:0x08/0x5C
-S:0x79:0x09/0x5C
-S:0x7A:0x0A/0x5C
-S:0x7B:0x0B/0x5C
-S:0x7C:0x0C/0x5C
-S:0x7D:0x0D/0x5C
-S:0x7E:0x0E/0x5C
-S:0x7F:0x0F/0x5C
-
-# Amulets
-S:0x80:0x00/0xE7
-S:0x81:0x01/0xE7
-S:0x82:0x02/0xE7
-S:0x83:0x03/0xE7
-S:0x84:0x04/0xE7
-S:0x85:0x05/0xE7
-S:0x86:0x06/0xE7
-S:0x87:0x07/0xE7
-S:0x88:0x08/0xE7
-S:0x89:0x09/0xE7
-S:0x8A:0x0A/0xE7
-S:0x8B:0x0B/0xE7
-S:0x8C:0x0C/0xE7
-S:0x8D:0x0D/0xE7
-S:0x8E:0x0E/0xE7
-S:0x8F:0x0F/0xE7
-
-# Rings
-S:0x90:0x00/0xE8
-S:0x91:0x01/0xE8
-S:0x92:0x02/0xE8
-S:0x93:0x03/0xE8
-S:0x94:0x04/0xE8
-S:0x95:0x05/0xE8
-S:0x96:0x06/0xE8
-S:0x97:0x07/0xE8
-S:0x98:0x08/0xE8
-S:0x99:0x09/0xE8
-S:0x9A:0x0A/0xE8
-S:0x9B:0x0B/0xE8
-S:0x9C:0x0C/0xE8
-S:0x9D:0x0D/0xE8
-S:0x9E:0x0E/0xE8
-S:0x9F:0x0F/0xE8
-
-# Staffs
-S:0xA0:0x00/0xE9
-S:0xA1:0x01/0xE9
-S:0xA2:0x02/0xE9
-S:0xA3:0x03/0xE9
-S:0xA4:0x04/0xE9
-S:0xA5:0x05/0xE9
-S:0xA6:0x06/0xE9
-S:0xA7:0x07/0xE9
-S:0xA8:0x08/0xE9
-S:0xA9:0x09/0xE9
-S:0xAA:0x0A/0xE9
-S:0xAB:0x0B/0xE9
-S:0xAC:0x0C/0xE9
-S:0xAD:0x0D/0xE9
-S:0xAE:0x0E/0xE9
-S:0xAF:0x0F/0xE9
-
-# Wands
-S:0xB0:0x00/0xEA
-S:0xB1:0x01/0xEA
-S:0xB2:0x02/0xEA
-S:0xB3:0x03/0xEA
-S:0xB4:0x04/0xEA
-S:0xB5:0x05/0xEA
-S:0xB6:0x06/0xEA
-S:0xB7:0x07/0xEA
-S:0xB8:0x08/0xEA
-S:0xB9:0x09/0xEA
-S:0xBA:0x0A/0xEA
-S:0xBB:0x0B/0xEA
-S:0xBC:0x0C/0xEA
-S:0xBD:0x0D/0xEA
-S:0xBE:0x0E/0xEA
-S:0xBF:0x0F/0xEA
-
-# Rods
-S:0xC0:0x00/0xEB
-S:0xC1:0x01/0xEB
-S:0xC2:0x02/0xEB
-S:0xC3:0x03/0xEB
-S:0xC4:0x04/0xEB
-S:0xC5:0x05/0xEB
-S:0xC6:0x06/0xEB
-S:0xC7:0x07/0xEB
-S:0xC8:0x08/0xEB
-S:0xC9:0x09/0xEB
-S:0xCA:0x0A/0xEB
-S:0xCB:0x0B/0xEB
-S:0xCC:0x0C/0xEB
-S:0xCD:0x0D/0xEB
-S:0xCE:0x0E/0xEB
-S:0xCF:0x0F/0xEB
-
-# Scrolls
-S:0xD0:0x00/0xEC
-S:0xD1:0x01/0xEC
-S:0xD2:0x02/0xEC
-S:0xD3:0x03/0xEC
-S:0xD4:0x04/0xEC
-S:0xD5:0x05/0xEC
-S:0xD6:0x06/0xEC
-S:0xD7:0x07/0xEC
-S:0xD8:0x08/0xEC
-S:0xD9:0x09/0xEC
-S:0xDA:0x0A/0xEC
-S:0xDB:0x0B/0xEC
-S:0xDC:0x0C/0xEC
-S:0xDD:0x0D/0xEC
-S:0xDE:0x0E/0xEC
-S:0xDF:0x0F/0xEC
-
-# Potions
-S:0xE0:0x00/0xED
-S:0xE1:0x01/0xED
-S:0xE2:0x02/0xED
-S:0xE3:0x03/0xED
-S:0xE4:0x04/0xED
-S:0xE5:0x05/0xED
-S:0xE6:0x06/0xED
-S:0xE7:0x07/0xED
-S:0xE8:0x08/0xED
-S:0xE9:0x09/0xED
-S:0xEA:0x0A/0xED
-S:0xEB:0x0B/0xED
-S:0xEC:0x0C/0xED
-S:0xED:0x0D/0xED
-S:0xEE:0x0E/0xED
-S:0xEF:0x0F/0xED
-
-# Food
-S:0xF0:0x00/0xEE
-S:0xF1:0x01/0xEE
-S:0xF2:0x02/0xEE
-S:0xF3:0x03/0xEE
-S:0xF4:0x04/0xEE
-S:0xF5:0x05/0xEE
-S:0xF6:0x06/0xEE
-S:0xF7:0x07/0xEE
-S:0xF8:0x08/0xEE
-S:0xF9:0x09/0xEE
-S:0xFA:0x0A/0xEE
-S:0xFB:0x0B/0xEE
-S:0xFC:0x0C/0xEE
-S:0xFD:0x0D/0xEE
-S:0xFE:0x0E/0xEE
-S:0xFF:0x0F/0xEE
-
-
-##### Feature attr/char definitions #####
-
-# nothing
-# F:0:0x01/0x20
-
-# open floor
-F:1:0x01/0xB5
-
-# fountain
-F:2:0x0E/0xC8
-
-# glyph of warding
-F:3:0x0B/0xC6
-
-# open door
-F:4:0x0F/0xB9
-
-# broken door
-F:5:0x0F/0xBA
-
-# up staircase
-F:6:0x01/0xB6
-
-# down staircase
-F:7:0x01/0xB7
-
-# quest entrance
-F:8:0x0B/0xB7
-
-# quest exit
-F:9:0x0B/0xB6
-
-# quest down level
-F:10:0x04/0xB7
-
-# quest up level
-F:11:0x04/0xB6
-
-# town exit
-F:12:0x05/0xB7
-
-# shaft down
-F:13:0x0F/0xB7
-
-# shaft up
-F:14:0x0F/0xB6
-
-# fountain
-F:15:0x08/0xC8
-
-# web
-F:16:0x0B/0xCA
-
-# trap
-F:17:0x01/0xC7
-
-# door
-F:32:0x0F/0xB8
-
-# locked door
-F:33:0x0F/0xB8
-
-# locked door
-F:34:0x0F/0xB8
-
-# locked door
-F:35:0x0F/0xB8
-
-# locked door
-F:36:0x0F/0xB8
-
-# locked door
-F:37:0x0F/0xB8
-
-# locked door
-F:38:0x0F/0xB8
-
-# locked door
-F:39:0x0F/0xB8
-
-# jammed door
-F:40:0x0F/0xB8
-
-# jammed door
-F:41:0x0F/0xB8
-
-# jammed door
-F:42:0x0F/0xB8
-
-# jammed door
-F:43:0x0F/0xB8
-
-# jammed door
-F:44:0x0F/0xB8
-
-# jammed door
-F:45:0x0F/0xB8
-
-# jammed door
-F:46:0x0F/0xB8
-
-# jammed door
-F:47:0x0F/0xB8
-
-# secret door
-F:48:0x02/0xBC
-
-# pile of rubble
-F:49:0x02/0xBB
-
-# magma vein
-F:50:0x01/0xBC
-
-# quartz vein
-F:51:0x09/0xBC
-
-# magma vein
-F:52:0x01/0xBC
-
-# quartz vein
-F:53:0x09/0xBC
-
-# magma vein with treasure
-F:54:0x03/0xBC
-
-# quartz vein with treasure
-F:55:0x03/0xBC
-
-# granite wall
-F:56:0x02/0xBC
-
-# granite wall
-F:57:0x02/0xBC
-
-# granite wall
-F:58:0x02/0xBC
-
-# granite wall
-F:59:0x02/0xBC
-
-# permanent wall
-F:60:0x02/0xBC
-
-# permanent wall
-F:61:0x02/0xBC
-
-# permanent wall
-F:62:0x02/0xBC
-
-# permanent wall
-F:63:0x02/0xBC
-
-# explosive rune
-F:64:0x0C/0xC6
-
-# Straight Road startpoint
-F:65:0x01/0xCA
-
-# section of the Straight Road
-F:66:0x0E/0xCA
-
-# section of the Straight Road
-F:67:0x06/0xCA
-
-# section of the Straight Road
-F:68:0x0E/0xCA
-
-# section of the Straight Road
-F:69:0x06/0xCA
-
-# section of the Straight Road
-F:70:0x09/0xCA
-
-# section of the Straight Road (discharged)
-F:71:0x09/0xCA
-
-# Straight Road exit
-F:72:0x01/0xCA
-
-# corrupted section of the Straight Road
-F:73:0x08/0xCA
-
-# Building
-F:74:0x0F/0xC5
-
-# permanent wall
-F:75:0x02/0xBC
-
-# permanent wall
-F:76:0x02/0xBC
-
-# permanent wall
-F:77:0x02/0xBC
-
-# permanent wall
-F:78:0x02/0xBC
-
-# stream of shallow water
-F:84:0x0E/0xCB
-
-# pool of deep lava
-F:85:0x04/0xCB
-
-# stream of shallow lava
-F:86:0x0C/0xCB
-
-# dark pit
-F:87:0x08/0xD0
-
-# dirt
-F:88:0x07/0xB5
-
-# patch of grass
-F:89:0x0D/0xC9
-
-# ice
-F:90:0x01/0xD0
-
-# sand
-F:91:0x0F/0xB5
-
-# dead tree
-F:92:0x08/0xCC
-
-# ash
-F:93:0x02/0xB5
-
-# mud
-F:94:0x07/0xB5
-
-# ice wall
-F:95:0x01/0xCF
-
-# tree
-F:96:0x05/0xCC
-
-# mountain chain
-F:97:0x02/0xCE
-
-# sandwall
-F:98:0x0F/0xCF
-
-# sandwall
-F:99:0x0F/0xCF
-
-# sandwall with treasure
-F:100:0x03/0xCF
-
-# high mountain chain
-F:101:0x01/0xCE
-
-# nether mist
-F:102:0x0A/0xCA
-
-# Void Jumpgate
-F:160:0x0A/0xB9
-
-# Altar of Being
-F:161:0x09/0xD1
-
-# Altar of Winds
-F:162:0x0E/0xD1
-
-# Altar of Force
-F:163:0x0C/0xD1
-
-# Altar of Darkness
-F:164:0x08/0xD1
-
-# Altar of Nature
-# F:165:0x05/0x30
-
-# floor
-F:172:0x01/0xB5
-
-# Underground Tunnel
-F:173:0x02/0xB9
-
-# stream of tainted water
-F:174:0x0A/0xCB
-
-# monster trap
-F:175:0x0A/0xC6
-
-# Void Jumpgate
-F:176:0x0A/0xB9
-
-# lava wall
-F:177:0x0C/0xBC
-
-# Great Fire
-F:178:0x0C/0xCB
-
-# path to the next area
-F:179:0x01/0xB7
-
-# path to the previous area
-F:180:0x01/0xB6
-
-# field
-F:181:0x05/0xB5
-
-# Ekkaia, the Encircling Sea
-F:182:0x06/0xCB
-
-# pool of deep water
-F:187:0x06/0xCB
-
-# glass wall
-F:188:0x0E/0xD0
-
-# illusion wall
-F:189:0x02/0xBC
-
-# Grass roof
-F:190:0x0F/0xCA
-
-# grass roof top
-F:191:0x0F/0xCA
-
-# grass roof chimney
-F:192:0x0F/0xCA
-
-# brick roof
-F:193:0x04/0xCF
-
-# brick roof top
-F:194:0x04/0xCF
-
-# brick roof chimney
-F:195:0x04/0xCF
-
-# window
-F:196:0x01/0x4F
-
-# small window
-F:197:0x01/0x6F
-
-# rain barrel
-F:198:0x02/0xBC
-
-# grass with flowers
-F:199:0x04/0xC9
-
-# cobblestone road
-F:200:0x02/0xB5
-
-# cobblestone with outlet
-F:201:0x02/0xB5
-
-# small tree
-F:202:0x0D/0xCD
-
-# town
-F:203:0x01/0xC5
-
-# Underground Tunnel
-F:204:0x02/0xB9
-
-# a blazing fire
-F:205:0x0C/0xCB
-
-# pile of rubble
-F:206:0x02/0xBB
-
-# rocky ground
-F:207:0x02/0xB5
-
-# cloud-like vapour
-F:208:0x09/0xCA
-
-# condensing water
-F:209:0x0E/0xCB
-
-# dense mist
-F:210:0x01/0xCA
-
-# hail-stone wall
-F:211:0x09/0xBC
-
-
-##### Building attr/char definitions #####
-
-# General Store
-B:0:0x0F/0xBD
-
-# Armoury
-B:1:0x02/0xBE
-
-# Weaponsmith
-B:2:0x01/0xBF
-
-# Temple
-B:3:0x05/0xC0
-
-# Alchemy shop
-B:4:0x06/0xC1
-
-# Magic shop
-B:5:0x04/0xC4
-
-# Black Market
-B:6:0x08/0xC3
-
-# Home
-B:7:0x0B/0xB8
-
-# Book Store
-B:8:0x03/0xC2
-
-# Pet Shop
-B:9:0x06/0xB8
-
-# Mayor's Office
-B:10:0x03/0xB8
-
-# Inn
-B:11:0x01/0xB8
-
-# The Soothsayer
-B:12:0x0E/0xB8
-
-# Library
-B:13:0x0F/0xC2
-
-# Castle
-B:14:0x03/0xB8
-
-# Casino
-B:15:0x02/0xB8
-
-# Beastmaster Shanty
-B:16:0x05/0xB8
-
-# Fighters Hall
-B:17:0x02/0xB8
-
-# Tower of Magery
-B:18:0x06/0xB8
-
-# Inner Temple
-B:19:0x0D/0xC0
-
-# Paladins Guild
-B:20:0x05/0xB8
-
-# Rangers Guild
-B:21:0x07/0xB8
-
-# Thunderlords' Nest
-B:22:0x0F/0xB8
-
-# The Mirror
-B:23:0x0F/0xB8
-
-# Seat of Ruling
-B:24:0x0F/0xCC
-
-# Wizards Spire
-B:25:0x0F/0xB8
-
-# Priests Circle
-B:26:0x03/0xB8
-
-# Tower of the King
-B:27:0x0F/0xB8
-
-# Library
-B:28:0x0F/0xC2
-
-# The White Tree
-B:29:0x01/0xCC
-
-# Craftsmaster
-B:30:0x02/0xB8
-
-# Earth-Dome (Nature)
-B:31:0x0F/0xB8
-
-# Minstrels Haven
-B:32:0x0F/0xB8
-
-# Star-Dome
-B:33:0x0F/0xB8
-
-# Valarin Temple
-B:34:0x0F/0xC0
-
-# Sea-Dome
-B:35:0x0F/0xB8
-
-# The Golden Flower
-B:36:0x0F/0xB8
-
-# The Fountain
-B:37:0x0F/0xC8
-
-# Axe Smith
-B:38:0x01/0xBF
-
-# Hafted Smith
-B:39:0x01/0xBF
-
-# Polearm Smith
-B:40:0x01/0xBF
-
-# Sword Smith
-B:41:0x01/0xBF
-
-# Rare Jewelry Shop
-B:42:0x0A/0xC4
-
-# Jewelry Shop
-B:43:0x0B/0xC4
-
-# Footwear Shop
-B:44:0x04/0xBE
-
-# Rare Footwear Shop
-B:45:0x04/0xBE
-
-# Library
-B:46:0x0B/0xC2
-
-# Forbidden Library
-B:47:0x0A/0xC2
-
-# Expensive Black Market
-B:48:0x0A/0xC3
-
-# Common Shop
-B:49:0x0F/0xBD
-
-# Dragon Hunter
-B:50:0x0A/0xBE
-
-# Speed Ring Market
-B:51:0x0D/0xC4
-
-# Scribe
-B:52:0x0E/0xC1
-
-# Potion Store
-B:53:0x0E/0xC1
-
-# Recaller
-B:54:0x06/0xB8
-
-# Master Archer
-B:55:0x05/0xBF
-
-# Merchants Guild
-B:56:0x05/0xB8
-
-# The Mathom-house
-B:57:0x05/0xB8
-
-# The Prancing Pony
-B:58:0x01/0xB8
-
-# Mining Supply store
-B:59:0x02/0xB8
-
-
-##### Object attr/char definitions #####
-
-# something
-# K:0:0x01/0x26
-
-# Blindness
-K:1:0x00/0xEE
-
-# Paranoia
-K:2:0x00/0xEE
-
-# Confusion
-K:3:0x00/0xEE
-
-# Hallucination
-K:4:0x00/0xEE
-
-# Cure Poison
-K:5:0x00/0xEE
-
-# Cure Blindness
-K:6:0x00/0xEE
-
-# Cure Paranoia
-K:7:0x00/0xEE
-
-# Cure Confusion
-K:8:0x00/0xEE
-
-# Weakness
-K:9:0x00/0xEE
-
-# Unhealth
-K:10:0x00/0xEE
-
-# Restore Constitution
-K:11:0x00/0xEE
-
-# Restoring
-K:12:0x00/0xEE
-
-# Stupidity
-K:13:0x00/0xEE
-
-# Naivety
-K:14:0x00/0xEE
-
-# Poison
-K:15:0x00/0xEE
-
-# Sickness
-K:16:0x00/0xEE
-
-# Paralysis
-K:17:0x00/0xEE
-
-# Restore Strength
-K:18:0x00/0xEE
-
-# Disease
-K:19:0x00/0xEE
-
-# Cure Serious Wounds
-K:20:0x00/0xEE
-
-# & Ration~ of Food
-K:21:0x0F/0xF2
-
-# & Hard Biscuit~
-K:22:0x0F/0xF2
-
-# & Strip~ of Venison
-K:23:0x07/0xF2
-
-# & Slime Mold~
-K:24:0x05/0xF2
-
-# & Lembas~
-K:25:0x0E/0xF2
-
-# & Pint~ of Fine Ale
-K:26:0x0B/0xED
-
-# & Pint~ of Fine Wine
-K:27:0x04/0xED
-
-# & Mattock~
-K:28:0x08/0xD9
-
-# & Blue Stone~
-K:29:0x0E/0xE7
-
-# & Broken Dagger~
-K:30:0x08/0xDC
-
-# & Bastard Sword~
-K:31:0x09/0xDC
-
-# & Scimitar~
-K:32:0x09/0xDC
-
-# & Tulwar~
-K:33:0x09/0xDC
-
-# & Broad Sword~
-K:34:0x09/0xDC
-
-# & Short Sword~
-K:35:0x09/0xDC
-
-# & Blade~ of Chaos
-K:36:0x0A/0xDC
-
-# & Two-Handed Sword~
-K:37:0x09/0xDC
-
-# & Main Gauche~
-K:38:0x09/0xDC
-
-# & Cutlass~
-K:39:0x09/0xDC
-
-# & Executioner's Sword~
-K:40:0x04/0xDC
-
-# & Katana~
-K:41:0x09/0xDC
-
-# & Long Sword~
-K:42:0x09/0xDC
-
-# & Dagger~
-K:43:0x09/0xDC
-
-# & Rapier~
-K:44:0x09/0xDC
-
-# & Sabre~
-K:45:0x09/0xDC
-
-# & Small Sword~
-K:46:0x09/0xDC
-
-# & Broken Sword~
-K:47:0x08/0xDC
-
-# & Ball-and-Chain~
-K:48:0x08/0xDA
-
-# & Whip~
-K:49:0x08/0xDA
-
-# & Flail~
-K:50:0x08/0xDA
-
-# & Two-Handed Flail~
-K:51:0x0B/0xDA
-
-# & Morning Star~
-K:52:0x08/0xDA
-
-# & Mace~
-K:53:0x08/0xDA
-
-# & Quarterstaff~
-K:54:0x0F/0xDA
-
-# & War Hammer~
-K:55:0x08/0xDA
-
-# & Lead-Filled Mace~
-K:56:0x08/0xDA
-
-# & Mace~ of Disruption
-K:57:0x0A/0xDA
-
-# & Lucerne Hammer~
-K:58:0x0E/0xDA
-
-# & Beaked Axe~
-K:59:0x02/0xDB
-
-# & Glaive~
-K:60:0x02/0xDB
-
-# & Halberd~
-K:61:0x02/0xDB
-
-# & Awl-Pike~
-K:62:0x02/0xDB
-
-# & Pike~
-K:63:0x02/0xDB
-
-# & Spear~
-K:64:0x02/0xDB
-
-# & Trident~
-K:65:0x0B/0xDB
-
-# & Lance~
-K:66:0x02/0xDB
-
-# & Great Axe~
-K:67:0x02/0xDB
-
-# & Battle Axe~
-K:68:0x02/0xDB
-
-# & Lochaber Axe~
-K:69:0x08/0xDB
-
-# & Broad Axe~
-K:70:0x02/0xDB
-
-# & Scythe~
-K:71:0x02/0xDB
-
-# & Scythe~ of Slicing
-K:72:0x04/0xDB
-
-# & Short Bow~
-K:73:0x0F/0xD8
-
-# & Long Bow~
-K:74:0x0F/0xD8
-
-# & Light Crossbow~
-K:75:0x02/0xD8
-
-# & Heavy Crossbow~
-K:76:0x02/0xD8
-
-# & Sling~
-K:77:0x07/0xD8
-
-# & Arrow~
-K:78:0x0F/0xD7
-
-# & Seeker Arrow~
-K:79:0x0D/0xD7
-
-# & Bolt~
-K:80:0x02/0xD7
-
-# & Seeker Bolt~
-K:81:0x0E/0xD7
-
-# & Rounded Pebble~
-K:82:0x02/0xD6
-
-# & Iron Shot~
-K:83:0x02/0xD6
-
-# & Shovel~
-K:84:0x02/0xD9
-
-# & Gnomish Shovel~
-K:85:0x0D/0xD9
-
-# & Dwarven Shovel~
-K:86:0x0E/0xD9
-
-# & Pick~
-K:87:0x02/0xD9
-
-# & Orcish Pick~
-K:88:0x05/0xD9
-
-# & Dwarven Pick~
-K:89:0x06/0xD9
-
-# & Elven Cloak~
-K:90:0x0D/0xE2
-
-# & Pair~ of Soft Leather Boots
-K:91:0x0F/0xDD
-
-# & Pair~ of Hard Leather Boots
-K:92:0x0F/0xDD
-
-# & Pair~ of Metal Shod Boots
-K:93:0x02/0xDD
-
-# & Hard Leather Cap~
-K:94:0x07/0xDF
-
-# & Metal Cap~
-K:95:0x02/0xDF
-
-# & Iron Helm~
-K:96:0x02/0xDF
-
-# & Steel Helm~
-K:97:0x09/0xDF
-
-# & Iron Crown~
-K:98:0x02/0xE0
-
-# & Golden Crown~
-K:99:0x0B/0xE0
-
-# & Jewel Encrusted Crown~
-K:100:0x0A/0xE0
-
-# & Robe~
-K:101:0x06/0xE3
-
-# & Filthy Rag~
-K:102:0x08/0xE3
-
-# Soft Leather Armour~
-K:103:0x0F/0xE3
-
-# Soft Studded Leather~
-K:104:0x0F/0xE3
-
-# Hard Leather Armour~
-K:105:0x0F/0xE3
-
-# Hard Studded Leather~
-K:106:0x0F/0xE3
-
-# Leather Scale Mail~
-K:107:0x0F/0xE3
-
-# Metal Scale Mail~
-K:108:0x02/0xE4
-
-# Chain Mail~
-K:109:0x02/0xE4
-
-# Rusty Chain Mail~
-K:110:0x04/0xE4
-
-# Augmented Chain Mail~
-K:111:0x02/0xE4
-
-# Bar Chain Mail~
-K:112:0x02/0xE4
-
-# Metal Brigandine Armour~
-K:113:0x02/0xE4
-
-# Partial Plate Armour~
-K:114:0x09/0xE4
-
-# Metal Lamellar Armour~
-K:115:0x09/0xE4
-
-# Full Plate Armour~
-K:116:0x09/0xE4
-
-# Ribbed Plate Armour~
-K:117:0x09/0xE4
-
-# Adamantite Plate Mail~
-K:118:0x0D/0xE4
-
-# Mithril Plate Mail~
-K:119:0x0E/0xE4
-
-# Mithril Chain Mail~
-K:120:0x0E/0xE4
-
-# Double Chain Mail~
-K:121:0x02/0xE4
-
-# & Shield~ of Deflection
-K:122:0x0E/0xE1
-
-# & Cloak~
-K:123:0x05/0xE2
-
-# & Shadow Cloak~
-K:124:0x08/0xE2
-
-# & Set~ of Leather Gloves
-K:125:0x0F/0xDE
-
-# & Set~ of Gauntlets
-K:126:0x0F/0xDE
-
-# & Set~ of Cesti
-K:127:0x09/0xDE
-
-# & Small Leather Shield~
-K:128:0x0F/0xE1
-
-# & Large Leather Shield~
-K:129:0x0F/0xE1
-
-# & Small Metal Shield~
-K:130:0x02/0xE1
-
-# & Large Metal Shield~
-K:131:0x02/0xE1
-
-# Strength
-K:132:0x00/0xE8
-
-# Dexterity
-K:133:0x00/0xE8
-
-# Constitution
-K:134:0x00/0xE8
-
-# Intelligence
-K:135:0x00/0xE8
-
-# Speed
-K:136:0x00/0xE8
-
-# Searching
-K:137:0x00/0xE8
-
-# Teleportation
-K:138:0x00/0xE8
-
-# Slow Digestion
-K:139:0x00/0xE8
-
-# Fire Resistance
-K:140:0x00/0xE8
-
-# Cold Resistance
-K:141:0x00/0xE8
-
-# Levitation
-K:142:0x00/0xE8
-
-# Poison Resistance
-K:143:0x00/0xE8
-
-# Free Action
-K:144:0x00/0xE8
-
-# Weakness
-K:145:0x00/0xE8
-
-# Flames
-K:146:0x00/0xE8
-
-# Acid
-K:147:0x00/0xE8
-
-# Ice
-K:148:0x00/0xE8
-
-# Woe
-K:149:0x00/0xE8
-
-# Stupidity
-K:150:0x00/0xE8
-
-# Damage
-K:151:0x00/0xE8
-
-# Accuracy
-K:152:0x00/0xE8
-
-# Protection
-K:153:0x00/0xE8
-
-# Aggravate Monster
-K:154:0x00/0xE8
-
-# See Invisible
-K:155:0x00/0xE8
-
-# Sustain Strength
-K:156:0x00/0xE8
-
-# Sustain Intelligence
-K:157:0x00/0xE8
-
-# Sustain Wisdom
-K:158:0x00/0xE8
-
-# Sustain Constitution
-K:159:0x00/0xE8
-
-# Sustain Dexterity
-K:160:0x00/0xE8
-
-# Sustain Charisma
-K:161:0x00/0xE8
-
-# Slaying
-K:162:0x00/0xE8
-
-# Brilliance
-K:163:0x00/0xE7
-
-# Charisma
-K:164:0x00/0xE7
-
-# Searching
-K:165:0x00/0xE7
-
-# Teleportation
-K:166:0x00/0xE7
-
-# Slow Digestion
-K:167:0x00/0xE7
-
-# Acid Resistance
-K:168:0x00/0xE7
-
-# Adornment
-K:169:0x00/0xE7
-
-# Double Ring Mail~
-K:170:0x02/0xE4
-
-# the Magi
-K:171:0x00/0xE7
-
-# Doom
-K:172:0x00/0xE7
-
-# Enchant Weapon To-Hit
-K:173:0x00/0xEC
-
-# Enchant Weapon To-Dam
-K:174:0x00/0xEC
-
-# Enchant Armor
-K:175:0x00/0xEC
-
-# Identify
-K:176:0x00/0xEC
-
-# *Identify*
-K:177:0x00/0xEC
-
-# Rumour
-K:178:0x00/0xEC
-
-# Chaos
-K:179:0x00/0xEC
-
-# Remove Curse
-K:180:0x00/0xEC
-
-# Light
-K:181:0x00/0xEC
-
-# Fire
-K:182:0x00/0xEC
-
-# Ice
-K:183:0x00/0xEC
-
-# Summon Monster
-K:184:0x00/0xEC
-
-# Phase Door
-K:185:0x00/0xEC
-
-# Teleportation
-K:186:0x00/0xEC
-
-# Teleport Level
-K:187:0x00/0xEC
-
-# Monster Confusion
-K:188:0x00/0xEC
-
-# Magic Mapping
-K:189:0x00/0xEC
-
-# Rune of Protection
-K:190:0x00/0xEC
-
-# *Remove Curse*
-K:191:0x00/0xEC
-
-# Treasure Detection
-K:192:0x00/0xEC
-
-# Object Detection
-K:193:0x00/0xEC
-
-# Trap Detection
-K:194:0x00/0xEC
-
-# & Sheaf Arrow~
-K:195:0x03/0xD7
-
-# & Mithril Shot~
-K:196:0x0E/0xD6
-
-# Door/Stair Location
-K:197:0x00/0xEC
-
-# Acquirement
-K:198:0x00/0xEC
-
-# *Acquirement*
-K:199:0x00/0xEC
-
-# Mass Genocide
-K:200:0x00/0xEC
-
-# Detect Invisible
-K:201:0x00/0xEC
-
-# Aggravate Monster
-K:202:0x00/0xEC
-
-# Trap Creation
-K:203:0x00/0xEC
-
-# Trap/Door Destruction
-K:204:0x00/0xEC
-
-# Artifact Creation
-K:205:0x00/0xEC
-
-# Recharging
-K:206:0x00/0xEC
-
-# Genocide
-K:207:0x00/0xEC
-
-# Darkness
-K:208:0x00/0xEC
-
-# Protection from Evil
-K:209:0x00/0xEC
-
-# Satisfy Hunger
-K:210:0x00/0xEC
-
-# Dispel Undead
-K:211:0x00/0xEC
-
-# *Enchant Weapon*
-K:212:0x00/0xEC
-
-# Curse Weapon
-K:213:0x00/0xEC
-
-# *Enchant Armor*
-K:214:0x00/0xEC
-
-# Curse Armor
-K:215:0x00/0xEC
-
-# Summon Undead
-K:216:0x00/0xEC
-
-# Blessing
-K:217:0x00/0xEC
-
-# Holy Chant
-K:218:0x00/0xEC
-
-# Holy Prayer
-K:219:0x00/0xEC
-
-# Word of Recall
-K:220:0x00/0xEC
-
-# *Destruction*
-K:221:0x00/0xEC
-
-# Slime Mold Juice
-K:222:0x00/0xED
-
-# Apple Juice
-K:223:0x00/0xED
-
-# Water
-K:224:0x00/0xED
-
-# Strength
-K:225:0x00/0xED
-
-# Weakness
-K:226:0x00/0xED
-
-# Restore Strength
-K:227:0x00/0xED
-
-# Intelligence
-K:228:0x00/0xED
-
-# Stupidity
-K:229:0x00/0xED
-
-# Restore Intelligence
-K:230:0x00/0xED
-
-# Wisdom
-K:231:0x00/0xED
-
-# Naivety
-K:232:0x00/0xED
-
-# Restore Wisdom
-K:233:0x00/0xED
-
-# Charisma
-K:234:0x00/0xED
-
-# Ugliness
-K:235:0x00/0xED
-
-# Restore Charisma
-K:236:0x00/0xED
-
-# Curing
-K:237:0x00/0xED
-
-# Invulnerability
-K:238:0x00/0xED
-
-# New Life
-K:239:0x00/0xED
-
-# Cure Serious Wounds
-K:240:0x00/0xED
-
-# Cure Critical Wounds
-K:241:0x00/0xED
-
-# Healing
-K:242:0x00/0xED
-
-# Constitution
-K:243:0x00/0xED
-
-# Experience
-K:244:0x00/0xED
-
-# Sleep
-K:245:0x00/0xED
-
-# Blindness
-K:246:0x00/0xED
-
-# Booze
-K:247:0x00/0xED
-
-# Poison
-K:248:0x00/0xED
-
-# Speed
-K:249:0x00/0xED
-
-# Slowness
-K:250:0x00/0xED
-
-# Dexterity
-K:251:0x00/0xED
-
-# Restore Dexterity
-K:252:0x00/0xED
-
-# Restore Constitution
-K:253:0x00/0xED
-
-# Lose Memories
-K:254:0x00/0xED
-
-# Salt Water
-K:255:0x00/0xED
-
-# Enlightenment
-K:256:0x00/0xED
-
-# Heroism
-K:257:0x00/0xED
-
-# Berserk Strength
-K:258:0x00/0xED
-
-# Boldness
-K:259:0x00/0xED
-
-# Restore Life Levels
-K:260:0x00/0xED
-
-# Resist Heat
-K:261:0x00/0xED
-
-# Resist Cold
-K:262:0x00/0xED
-
-# Detect Invisible
-K:263:0x00/0xED
-
-# Slow Poison
-K:264:0x00/0xED
-
-# Neutralise Poison
-K:265:0x00/0xED
-
-# Restore Mana
-K:266:0x00/0xED
-
-# Infra-vision
-K:267:0x00/0xED
-
-# Resistance
-K:268:0x00/0xED
-
-# Spell
-K:269:0x00/0xEA
-
-# Manathrust
-K:270:0x00/0xEA
-
-# Fireflash
-K:271:0x00/0xEA
-
-# Firewall
-K:272:0x00/0xEA
-
-# Tidal Wave
-K:273:0x00/0xEA
-
-# Ice Storm
-K:274:0x00/0xEA
-
-# Noxious Cloud
-K:275:0x00/0xEA
-
-# Poison Blood
-K:276:0x00/0xEA
-
-# Thunderstorm
-K:277:0x00/0xEA
-
-# Dig
-K:278:0x00/0xEA
-
-# Stone Prison
-K:279:0x00/0xEA
-
-# Strike
-K:280:0x00/0xEA
-
-# Teleport Away
-K:281:0x00/0xEA
-
-# Summon Animal
-K:282:0x00/0xEA
-
-# Magelock
-K:283:0x00/0xEA
-
-# Slow Monster
-K:284:0x00/0xEA
-
-# Essence of Speed
-K:285:0x00/0xEA
-
-# Banishment
-K:286:0x00/0xEA
-
-# Disperse Magic
-K:287:0x00/0xEA
-
-# Charm
-K:288:0x00/0xEA
-
-# Confuse
-K:289:0x00/0xEA
-
-# Demon Blade
-K:290:0x00/0xEA
-
-# Heal Monster
-K:291:0x00/0xEA
-
-# Haste Monster
-K:292:0x00/0xEA
-
-# & Flight Arrow~
-K:293:0x0B/0xD7
-
-# Spell
-K:300:0x00/0xE9
-
-# Nothing
-K:301:0x00/0xE9
-
-# Globe of Light
-K:302:0x00/0xE9
-
-# Fiery Shield
-K:303:0x00/0xE9
-
-# Remove Curses
-K:304:0x00/0xE9
-
-# Wings of Winds
-K:305:0x00/0xE9
-
-# Shake
-K:306:0x00/0xE9
-
-# Disarm
-K:307:0x00/0xE9
-
-# Teleportation
-K:308:0x00/0xE9
-
-# Probability Travel
-K:309:0x00/0xE9
-
-# Recovery
-K:310:0x00/0xE9
-
-# Healing
-K:311:0x00/0xE9
-
-# Vision
-K:312:0x00/0xE9
-
-# Identify
-K:313:0x00/0xE9
-
-# Sense Hidden
-K:314:0x00/0xE9
-
-# Reveal Ways
-K:315:0x00/0xE9
-
-# Sense Monsters
-K:316:0x00/0xE9
-
-# Genocide
-K:317:0x00/0xE9
-
-# Summon
-K:318:0x00/0xE9
-
-# Wish
-K:320:0x00/0xE9
-
-# Mana
-K:321:0x00/0xE9
-
-# & Tome~ of Magical Energy
-K:330:0x0E/0xEF
-
-# & Tome~ of the Eternal Flame
-K:331:0x0C/0xEF
-
-# & Tome~ of the Blowing Wind
-K:332:0x06/0xEF
-
-# & Tome~ of the Impenetrable Earth
-K:333:0x0F/0xEF
-
-# & Tome~ of the Everrunning Wave
-K:334:0x0E/0xEF
-
-# & Tome~ of Translocation
-K:335:0x0E/0xEF
-
-# & Tome~ of the Tree
-K:336:0x0D/0xEF
-
-# & Tome~ of Knowledge
-K:337:0x08/0xEF
-
-# & Small wooden chest~
-K:338:0x02/0xD5
-
-# & Large wooden chest~
-K:339:0x02/0xD5
-
-# & Small iron chest~
-K:340:0x02/0xD5
-
-# & Large iron chest~
-K:341:0x02/0xD5
-
-# & Small steel chest~
-K:342:0x02/0xD5
-
-# & Large steel chest~
-K:343:0x02/0xD5
-
-# & Ruined chest~
-K:344:0x02/0xD5
-
-# & Iron Spike~
-K:345:0x09/0xD4
-
-# & Wooden Torch~
-K:346:0x07/0xF1
-
-# & Brass Lantern~
-K:347:0x0F/0xE6
-
-# & Flask~ of oil
-K:348:0x0B/0xED
-
-# & Empty Bottle~
-K:349:0x01/0xED
-
-# Havoc
-K:350:0x00/0xEB
-
-# Door/Stair Location
-K:351:0x00/0xEB
-
-# Trap Location
-K:352:0x00/0xEB
-
-# Probing
-K:353:0x00/0xEB
-
-# Recall
-K:354:0x00/0xEB
-
-# Illumination
-K:355:0x00/0xEB
-
-# Light
-K:356:0x00/0xEB
-
-# Lightning Bolts
-K:357:0x00/0xEB
-
-# Frost Bolts
-K:358:0x00/0xEB
-
-# Fire Bolts
-K:359:0x00/0xEB
-
-# Polymorph
-K:360:0x00/0xEB
-
-# Slow Monster
-K:361:0x00/0xEB
-
-# Sleep Monster
-K:362:0x00/0xEB
-
-# Drain Life
-K:363:0x00/0xEB
-
-# Teleport Other
-K:364:0x00/0xEB
-
-# Disarming
-K:365:0x00/0xEB
-
-# Lightning Balls
-K:366:0x00/0xEB
-
-# Cold Balls
-K:367:0x00/0xEB
-
-# Fire Balls
-K:368:0x00/0xEB
-
-# Acid Balls
-K:369:0x00/0xEB
-
-# Acid Bolts
-K:370:0x00/0xEB
-
-# Enlightenment
-K:371:0x00/0xEB
-
-# Perception
-K:372:0x00/0xEB
-
-# Curing
-K:373:0x00/0xEB
-
-# Healing
-K:374:0x00/0xEB
-
-# Detection
-K:375:0x00/0xEB
-
-# Restoration
-K:376:0x00/0xEB
-
-# Speed
-K:377:0x00/0xEB
-
-# Spell
-K:378:0x00/0xE8
-
-# Spell
-K:379:0x00/0xE7
-
-# & Broken Skull~
-K:391:0x01/0xD3
-
-# & Broken Bone~
-K:392:0x01/0xD3
-
-# & Canine Skeleton~
-K:393:0x01/0xD3
-
-# & Rodent Skeleton~
-K:394:0x01/0xD3
-
-# & Human Skeleton~
-K:395:0x01/0xD3
-
-# & Dwarf Skeleton~
-K:396:0x01/0xD3
-
-# & Elf Skeleton~
-K:397:0x01/0xD3
-
-# & Gnome Skeleton~
-K:398:0x01/0xD3
-
-# & Great Hammer~
-K:399:0x08/0xDA
-
-# Black Dragon Scale Mail~
-K:400:0x02/0xE5
-
-# Blue Dragon Scale Mail~
-K:401:0x06/0xE5
-
-# White Dragon Scale Mail~
-K:402:0x01/0xE5
-
-# Red Dragon Scale Mail~
-K:403:0x04/0xE5
-
-# Green Dragon Scale Mail~
-K:404:0x05/0xE5
-
-# Multi-Hued Dragon Scale Mail~
-K:405:0x0A/0xE5
-
-# Pseudo Dragon Scale Mail~
-K:406:0x0A/0xE5
-
-# Law Dragon Scale Mail~
-K:407:0x0E/0xE5
-
-# Bronze Dragon Scale Mail~
-K:408:0x0F/0xE5
-
-# Gold Dragon Scale Mail~
-K:409:0x0B/0xE5
-
-# Chaos Dragon Scale Mail~
-K:410:0x0A/0xE5
-
-# Balance Dragon Scale Mail~
-K:411:0x0A/0xE5
-
-# Power Dragon Scale Mail~
-K:412:0x0A/0xE5
-
-# & Dragon Helm~
-K:413:0x0D/0xDF
-
-# & Dragon Shield~
-K:414:0x0D/0xE1
-
-# Death
-K:415:0x00/0xED
-
-# Ruination
-K:416:0x00/0xED
-
-# Detonations
-K:417:0x00/0xED
-
-# Augmentation
-K:418:0x00/0xED
-
-# *Healing*
-K:419:0x00/0xED
-
-# Life
-K:420:0x00/0xED
-
-# Self Knowledge
-K:421:0x00/0xED
-
-# *Enlightenment*
-K:422:0x00/0xED
-
-# Fear Resistance
-K:425:0x00/0xE8
-
-# Light and Darkness Resistance
-K:426:0x00/0xE8
-
-# Nether Resistance
-K:427:0x00/0xE8
-
-# Nexus Resistance
-K:428:0x00/0xE8
-
-# Sound Resistance
-K:429:0x00/0xE8
-
-# Confusion Resistance
-K:430:0x00/0xE8
-
-# Shard Resistance
-K:431:0x00/0xE8
-
-# Disenchantment Resistance
-K:432:0x00/0xE8
-
-# Chaos Resistance
-K:433:0x00/0xE8
-
-# Blindness Resistance
-K:434:0x00/0xE8
-
-# Lordly Protection
-K:435:0x00/0xE8
-
-# Extra Attacks
-K:436:0x00/0xE8
-
-# Cure Light Wounds
-K:437:0x00/0xED
-
-# Clumsiness
-K:438:0x00/0xED
-
-# Sickliness
-K:439:0x00/0xED
-
-# Map of Bree
-K:440:0x02/0xEC
-
-# Map of Gondolin
-K:441:0x02/0xEC
-
-# Map of Lothlorien
-K:442:0x02/0xEC
-
-# Map of Minas Anor
-K:443:0x02/0xEC
-
-# & Silver Arrow~
-K:465:0x09/0xD7
-
-# & Silver Bolt~
-K:466:0x01/0xD7
-
-# Lightning Resistance
-K:467:0x00/0xE7
-
-# Wisdom
-K:468:0x00/0xE7
-
-# Regeneration
-K:469:0x00/0xE7
-
-# Infravision
-K:470:0x00/0xE7
-
-# Devotion
-K:471:0x00/0xE7
-
-# Weaponmastery
-K:472:0x00/0xE7
-
-# Trickery
-K:473:0x00/0xE7
-
-# Telepathy
-K:474:0x00/0xE7
-
-# Sustenance
-K:475:0x00/0xE7
-
-# & Palantir~
-K:476:0x0B/0xF0
-
-# & Elfstone~
-K:477:0x05/0xE7
-
-# & Jewel~
-K:478:0x01/0xE7
-
-# & Ring~
-K:479:0x00/0xE8
-
-# copper
-K:480:0x07/0xF3
-
-# copper
-K:481:0x07/0xF3
-
-# copper
-K:482:0x07/0xF3
-
-# silver
-K:483:0x02/0xF3
-
-# silver
-K:484:0x02/0xF3
-
-# silver
-K:485:0x02/0xF3
-
-# garnets
-K:486:0x04/0xF4
-
-# garnets
-K:487:0x04/0xF4
-
-# gold
-K:488:0x0B/0xF3
-
-# gold
-K:489:0x0B/0xF3
-
-# gold
-K:490:0x0B/0xF3
-
-# opals
-K:491:0x09/0xF4
-
-# sapphires
-K:492:0x06/0xF4
-
-# rubies
-K:493:0x04/0xF4
-
-# diamonds
-K:494:0x01/0xF4
-
-# emeralds
-K:495:0x05/0xF4
-
-# mithril
-K:496:0x0E/0xF3
-
-# adamantite
-K:497:0x0D/0xF3
-
-# & Mighty Hammer~
-K:498:0x08/0xDA
-
-# & Massive Iron Crown~
-K:499:0x08/0xE0
-
-# & Phial~
-K:500:0x0B/0xF0
-
-# & Star~
-K:501:0x0E/0xF0
-
-# & Arkenstone~
-K:502:0x0C/0xF0
-
-# & Amulet~
-K:503:0x00/0xE7
-
-# & Amulet~
-K:504:0x00/0xE7
-
-# & Necklace~
-K:505:0x00/0xE7
-
-# & Ring~
-K:506:0x00/0xE8
-
-# & Ring~
-K:507:0x00/0xE8
-
-# & Ring~
-K:508:0x00/0xE8
-
-# & Ring~
-K:509:0x00/0xE8
-
-# & Ring~
-K:510:0x00/0xE8
-
-# & Ring~
-K:511:0x0B/0xE8
-
-# Reflection
-K:520:0x00/0xE7
-
-# Anti-Magic
-K:521:0x00/0xE7
-
-# Anti-Teleportation
-K:522:0x00/0xE7
-
-# Resistance
-K:523:0x00/0xE7
-
-# & Zweihander~
-K:524:0x01/0xDC
-
-# & Dwarven Lantern~
-K:525:0x06/0xE6
-
-# Splint Mail~
-K:526:0x08/0xE4
-
-# & Everburning Torch~
-K:527:0x0C/0xF1
-
-# & Trifurcate Spear~
-K:528:0x03/0xDB
-
-# & Three Piece Rod~
-K:529:0x07/0xDA
-
-# & Feanorian Lamp~
-K:530:0x0E/0xE6
-
-# & Fur Cloak~
-K:531:0x09/0xE2
-
-# Water Curing
-K:532:0x00/0xED
-
-# & Hatchet~
-K:533:0x02/0xDB
-
-# Rhino Hide Armour~
-K:535:0x02/0xE3
-
-# Leather Jacket~
-K:536:0x0F/0xE3
-
-# & Sickle~
-K:537:0x02/0xDB
-
-# & Club~
-K:542:0x07/0xDA
-
-# & Broad Spear~
-K:543:0x01/0xDB
-
-# & Khopesh~
-K:544:0x09/0xDC
-
-# & Flamberge~
-K:545:0x09/0xDC
-
-# & Claymore~
-K:546:0x09/0xDC
-
-# & Espadon~
-K:547:0x09/0xDC
-
-# & Great Scimitar~
-K:548:0x09/0xDC
-
-# Arrow
-K:549:0x04/0xF8
-
-# Bolt
-K:550:0x03/0xF8
-
-# & Fauchard~
-K:551:0x02/0xDB
-
-# & Guisarme~
-K:552:0x02/0xDB
-
-# & Heavy Lance~
-K:553:0x02/0xDB
-
-# & Basillard~
-K:554:0x01/0xDC
-
-# Catapult
-K:555:0x0C/0xF8
-
-# Ring Mail~
-K:556:0x02/0xE4
-
-# Cord Armour~
-K:557:0x0B/0xE3
-
-# Paper Armour~
-K:558:0x01/0xE3
-
-# Padded Armour~
-K:559:0x0B/0xE3
-
-# Fumes
-K:560:0x0D/0xF8
-
-# Stone and Hide Armour~
-K:561:0x0F/0xE3
-
-# Magic
-K:562:0x05/0xF8
-
-# Device
-K:563:0x0A/0xF8
-
-# Nothing
-K:564:0x00/0xEC
-
-# Poison
-K:565:0x0D/0xF6
-
-# Nothing
-K:566:0x00/0xEA
-
-# Nothing
-K:567:0x00/0xE8
-
-# Nothing
-K:568:0x00/0xE9
-
-# Nothing
-K:569:0x00/0xEB
-
-# Explosion
-K:570:0x0D/0xF6
-
-# Teleport
-K:571:0x0D/0xF6
-
-# Nothing
-K:572:0x00/0xE7
-
-# & Blood~ of Life
-K:573:0x00/0xED
-
-# Cold
-K:574:0x0D/0xF6
-
-# Fire
-K:575:0x0D/0xF6
-
-# Acid
-K:576:0x0D/0xF6
-
-# & Mage Staff~
-K:577:0x0E/0xE9
-
-# Lightning
-K:578:0x00/0xE8
-
-# Life
-K:579:0x0D/0xF6
-
-# Confusion
-K:580:0x0D/0xF6
-
-# Light
-K:581:0x0D/0xF6
-
-# & Ring~
-K:582:0x0B/0xE8
-
-# Invisibility
-K:583:0x00/0xED
-
-# Chaos
-K:584:0x0D/0xF6
-
-# Corruption
-K:585:0x00/0xED
-
-# Invisibility
-K:586:0x00/0xE8
-
-# Time
-K:587:0x0D/0xF6
-
-# Deep Thoughts
-K:588:0x03/0xEC
-
-# More Deep Thoughts
-K:589:0x03/0xEC
-
-# Compendium of Deep Thoughts
-K:590:0x03/0xEC
-
-# Artifact Lore Vol. I
-K:591:0x03/0xEC
-
-# Artifact Lore Vol. II
-K:592:0x03/0xEC
-
-# Artifact Lore Vol. III
-K:593:0x03/0xEC
-
-# Monstrous Compendium 1
-K:594:0x03/0xEC
-
-# Monstrous Compendium 2
-K:595:0x03/0xEC
-
-# Monstrous Compendium 3
-K:596:0x03/0xEC
-
-# Monstrous Compendium 4
-K:597:0x03/0xEC
-
-# Monstrous Compendium 5
-K:598:0x03/0xEC
-
-# Monstrous Compendium 6
-K:599:0x03/0xEC
-
-# Monstrous Compendium 7
-K:600:0x03/0xEC
-
-# Monstrous Compendium 8
-K:601:0x03/0xEC
-
-# Monstrous Compendium 9
-K:602:0x03/0xEC
-
-# Monstrous Compendium 10
-K:603:0x03/0xEC
-
-# Monstrous Compendium 11
-K:604:0x03/0xEC
-
-# Abomination
-K:605:0x00/0xED
-
-# Shape of Wolf
-K:606:0x00/0xED
-
-# Shape of Ape
-K:607:0x00/0xED
-
-# Shape of Goat
-K:608:0x00/0xED
-
-# Shape of Insect
-K:609:0x00/0xED
-
-# Shape of Sparrow
-K:610:0x00/0xED
-
-# Shape of Ent
-K:611:0x00/0xED
-
-# Shape of Vampire
-K:612:0x00/0xED
-
-# Shape of Spider
-K:613:0x00/0xED
-
-# Shape of Mana ball
-K:614:0x00/0xED
-
-# Shape of Fire cloud
-K:615:0x00/0xED
-
-# Shape of Cold cloud
-K:616:0x00/0xED
-
-# Shape of Chaos cloud
-K:617:0x00/0xED
-
-# [Wolf]
-K:618:0x0B/0xE2
-
-# [Ape]
-K:619:0x0B/0xE2
-
-# [Goat]
-K:620:0x0B/0xE2
-
-# [Insect]
-K:621:0x0B/0xE2
-
-# [Sparrow]
-K:622:0x0B/0xE2
-
-# [Ent]
-K:623:0x0B/0xE2
-
-# [Vampire]
-K:624:0x0B/0xE2
-
-# [Spider]
-K:625:0x0B/0xE2
-
-# [Mana ball]
-K:626:0x0B/0xE2
-
-# [Fire cloud]
-K:627:0x0B/0xE2
-
-# [Cold cloud]
-K:628:0x0B/0xE2
-
-# [Chaos Cloud]
-K:629:0x0B/0xE2
-
-# [Ghost]
-K:630:0x0B/0xE2
-
-# [Kobold]
-K:631:0x0B/0xE2
-
-# [Dragon]
-K:632:0x0B/0xE2
-
-# [Demon]
-K:633:0x0B/0xE2
-
-# [Hound]
-K:634:0x0B/0xE2
-
-# [Quylthulg]
-K:635:0x0B/0xE2
-
-# [Maia]
-K:636:0x0B/0xE2
-
-# [Serpent]
-K:637:0x0B/0xE2
-
-# [Giant]
-K:638:0x0B/0xE2
-
-# [Vala]
-K:639:0x0B/0xE2
-
-# Magic
-K:640:0x0D/0xF6
-
-# corpse
-K:641:0x0F/0xD2
-
-# skeleton
-K:642:0x0F/0xD2
-
-# head
-K:643:0x0F/0xD2
-
-# skull
-K:644:0x0F/0xD2
-
-# raw meat
-K:645:0x0F/0xD2
-
-# & Thunderlord Coat~
-K:646:0x0B/0xE3
-
-# & Stone~
-K:647:0x05/0xF0
-
-# & Small Wooden Boomerang~
-K:648:0x0B/0xD8
-
-# & Wooden Boomerang~
-K:649:0x0B/0xD8
-
-# & Small Metal Boomerang~
-K:650:0x0B/0xD8
-
-# & metal Boomerang~
-K:651:0x0B/0xD8
-
-# & Anchor~
-K:652:0x0A/0xF0
-
-# & ~
-K:653:0x0B/0xD2
-
-# Summon Never-Moving Pet
-K:654:0x00/0xEC
-
-# Cure Light Insanity
-K:657:0x00/0xED
-
-# Cure Serious Insanity
-K:658:0x00/0xED
-
-# Cure Critical Insanity
-K:659:0x00/0xED
-
-# Cure Insanity
-K:660:0x00/0xED
-
-# & Phial~
-K:661:0x0B/0xF0
-
-# Random Artifact
-K:662:0x03/0xD3
-
-# Craftmanship
-K:663:0x00/0xEC
-
-# The One Ring
-K:664:0x02/0xEC
-
-# & Book~ of the Lays of the Heroes
-K:665:0x0B/0xEF
-
-# & Book~ of Sound Patterns
-K:666:0x0B/0xEF
-
-# & Flute~
-K:669:0x09/0xF7
-
-# & Drum~
-K:670:0x09/0xF7
-
-# & Harp~
-K:671:0x09/0xF7
-
-# & Banjo~
-K:672:0x09/0xF7
-
-# & Lute~
-K:673:0x09/0xF7
-
-# & Mandolin~
-K:674:0x09/0xF7
-
-# & Palantir~
-K:675:0x0B/0xF0
-
-# Egg
-K:676:0x09/0xD6
-
-# Reset Recall
-K:677:0x00/0xEC
-
-# Divination
-K:678:0x00/0xEC
-
-# Self
-K:679:0x06/0xF5
-
-# Ray
-K:680:0x06/0xF5
-
-# Sphere
-K:681:0x06/0xF5
-
-# Knowledge
-K:682:0x06/0xF5
-
-# Life
-K:683:0x08/0xF5
-
-# Fire
-K:684:0x04/0xF5
-
-# Cold
-K:685:0x06/0xF5
-
-# Lightning
-K:686:0x09/0xF5
-
-# Acid
-K:687:0x0E/0xF5
-
-# Element
-K:688:0x05/0xF5
-
-# Chaos
-K:689:0x0A/0xF5
-
-# Mind
-K:690:0x08/0xF5
-
-# Holding
-K:691:0x0E/0xF5
-
-# Arrow
-K:692:0x06/0xF5
-
-# Power Surge
-K:693:0x06/0xF5
-
-# Armageddon
-K:694:0x06/0xF5
-
-# Gravity
-K:695:0x0D/0xF5
-
-# Extra Life
-K:696:0x0D/0xF6
-
-# Undeath
-K:697:0x0D/0xF5
-
-# Protection
-K:698:0x0D/0xF5
-
-# & Horn~
-K:699:0x09/0xF7
-
-# & Ring~ of Precognition
-K:700:0x00/0xE8
-
-# & Sprig~ of Athelas
-K:701:0x05/0xF2
-
-# & Old Scroll~ of Deincarnation
-K:720:0x00/0xEC
-
-# & Dark Sword~
-K:721:0x08/0xDC
-
-# Numenorean for Beginners (I)
-K:722:0x02/0xEC
-
-# Numenorean for Beginners (II)
-K:723:0x02/0xEC
-
-# Advanced lessons of Numenorean
-K:724:0x02/0xEC
-
-# Advanced lessons of Sindarin
-K:725:0x02/0xEC
-
-# & Shard~ of Pottery
-K:726:0x04/0xD3
-
-# & Broken Stick~
-K:727:0x04/0xD3
-
-# & Book~ of Beginner Cantrips
-K:738:0x01/0xEF
-
-# & Book~ of Teleportation
-K:739:0x01/0xEF
-
-# & Book~ of Recall
-K:740:0x01/0xEF
-
-# & Book~ of Summoning
-K:741:0x01/0xEF
-
-# & Book~ of Fireflash
-K:742:0x01/0xEF
-
-# & Potion~ of Learning
-K:743:0x00/0xED
-
-# Spell
-K:749:0x00/0xEC
-
-# Khuzdul - The Hidden Tongue of the Dwarves
-K:751:0x02/0xEC
-
-# Nandorin for Dummies
-K:752:0x02/0xEC
-
-# Advanced Lessons of Orcish
-K:753:0x02/0xEC
-
-# Flying
-K:755:0x00/0xE8
-
-# & Tome~ of the Time
-K:756:0x06/0xEF
-
-# & Spellbook~ of #
-K:757:0x01/0xEF
-
-# & Tome~ of Meta Spells
-K:758:0x0A/0xEF
-
-# & Tome~ of the Mind
-K:759:0x0E/0xEF
-
-# & Holy Tome~ of Eru Iluvatar
-K:760:0x0D/0xEF
-
-# & Holy Tome~ of Manwe Sulimo
-K:761:0x0E/0xEF
-
-# & War Tome~ of Tulkas
-K:762:0x0C/0xEF
-
-# & Unholy Tome~ of the Hellflame
-K:763:0x0A/0xEF
-
-# & Corrupted Tome~ of Melkor
-K:764:0x08/0xEF
-
-# & Forest Tome~ of Yavanna
-K:768:0x0D/0xEF
-
-# & Ring~
-K:770:0x00/0xE8
-
-# [Earth]
-K:771:0x0C/0xEF
-
-# [Fire]
-K:772:0x0C/0xEF
-
-# [Air]
-K:773:0x04/0xEF
-
-# [Water]
-K:774:0x04/0xEF
-
-# [Mana]
-K:775:0x04/0xEF
-
-# Home Summoning
-K:776:0x00/0xEB
-
-# & Shadow Blade~
-K:777:0x08/0xDC
-
-# & Bluesteel Blade~
-K:778:0x06/0xDC
-
-# the Serpents
-K:779:0x0D/0xE7
-
-# Darkness
-K:780:0x0D/0xF6
-
-# Knowledge
-K:781:0x0D/0xF6
-
-# Force
-K:782:0x0D/0xF6
-
-# Lightning
-K:783:0x0D/0xF6
-
-# Mana
-K:784:0x0D/0xF6
-
-# Ring~ of Power
-K:785:0x00/0xE8
-
-# Climbing Set~
-K:786:0x0E/0xF8
-
-# Adventurer's Guide to Middle-earth
-K:787:0x03/0xEC
-
-# & Demonblade~
-K:788:0x0C/0xEF
-
-# & Demonshield~
-K:789:0x0C/0xEF
-
-# & Demonhorn~
-K:790:0x0C/0xEF
-
-# & Wooden Rod~ of#
-K:793:0x07/0xEB
-
-# & Copper Rod~ of#
-K:794:0x02/0xEB
-
-# & Iron Rod~ of#
-K:795:0x08/0xEB
-
-# & Moonstone Rod~ of#
-K:796:0x0F/0xEB
-
-# & Silver Rod~ of#
-K:797:0x02/0xEB
-
-# & Golden Rod~ of#
-K:798:0x0B/0xEB
-
-# & Mithril Rod~ of#
-K:799:0x0E/0xEB
-
-# & Adamantite Rod~ of#
-K:800:0x0A/0xEB
-
-# & Greater Ration~ of Health
-K:801:0x05/0xF2
-
-# & Crumpled Scroll~ of Mass Resurrection
-K:802:0x00/0xEC
-
-# & Cleaver~
-K:803:0x02/0xDB
-
-# & Light War Axe~
-K:804:0x02/0xDB
-
-# & Slaughter Axe~
-K:805:0x0D/0xDB
-
-# & Runestone~
-K:806:0x0A/0xF5
-
-# & Fortune cookie~
-K:807:0x0F/0xF2
-
-# Portable hole
-K:808:0x0E/0xF8
-
-# Critical Hits
-K:809:0x00/0xE8
-
-# & Wand~ of Digging of Thrain
-K:810:0x00/0xEA
-
-# & Gnarled Staff~ of Holy Fire of Mithrandir
-K:811:0x00/0xE9
-
-# Partial Totem
-K:812:0x0A/0xF8
-
-# True Totem
-K:813:0x0A/0xF8
-
-# & Piece~ of the Relic of Eru
-K:814:0x0A/0xD3
-
-# & Piece~ of the Relic of Manwe
-K:815:0x0A/0xD3
-
-# & Piece~ of the Relic of Tulkas
-K:816:0x0A/0xD3
-
-# & Piece~ of the Relic of Melkor
-K:817:0x0A/0xD3
-
-# & Piece~ of the Relic of Yavanna
-K:818:0x0A/0xD3
-
-
-##### Monster attr/char definitions #####
-
-# Player
-R:0:0x01/0x80
-
-# Filthy street urchin
-R:1:0x08/0xAE
-
-# Scrawny cat
-R:2:0x0F/0xA0
-
-# Sparrow
-R:3:0x0F/0x82
-
-# Chaffinch
-R:4:0x04/0x82
-
-# Wild rabbit
-R:5:0x0F/0xAC
-
-# Woodsman
-R:6:0x05/0xAE
-
-# Scruffy little dog
-R:7:0x0F/0x83
-
-# Farmer Maggot
-R:8:0x01/0xA2
-
-# Blubbering idiot
-R:9:0x09/0xAE
-
-# Boil-covered wretch
-R:10:0x05/0xAE
-
-# Village idiot
-R:11:0x0D/0xAE
-
-# Pitiful-looking beggar
-R:12:0x0F/0xAE
-
-# Mangy-looking leper
-R:13:0x07/0xAE
-
-# Agent of the black market
-R:14:0x06/0xAE
-
-# Singing, happy drunk
-R:15:0x0B/0xAE
-
-# Aimless-looking merchant
-R:16:0x03/0xAE
-
-# Mean-looking mercenary
-R:17:0x04/0xAE
-
-# Battle-scarred veteran
-R:18:0x0E/0xAE
-
-# Martti Ihrasaari
-R:19:0x01/0x90
-
-# Grey mold
-R:20:0x02/0xA7
-
-# Large white snake
-R:21:0x01/0x8A
-
-# Grey mushroom patch
-R:22:0x02/0xEE
-
-# Newt
-R:23:0x0B/0x92
-
-# Giant white centipede
-R:24:0x01/0x9D
-
-# White icky thing
-R:25:0x01/0xA3
-
-# Clear icky thing
-R:26:0x0E/0xA3
-
-# Giant white mouse
-R:27:0x01/0xAC
-
-# Large brown snake
-R:28:0x07/0x8A
-
-# Small kobold
-R:29:0x0B/0xA5
-
-# Kobold
-R:30:0x0D/0xA5
-
-# White worm mass
-R:31:0x01/0xB1
-
-# Floating eye
-R:32:0x03/0x9F
-
-# Rock lizard
-R:33:0x0F/0x92
-
-# Grid bug
-R:34:0x0A/0x89
-
-# Jackal
-R:35:0x0F/0x83
-
-# Soldier ant
-R:36:0x07/0x9B
-
-# Fruit bat
-R:37:0x03/0x9C
-
-# Insect swarm
-R:38:0x07/0x89
-
-# The Greater hell-beast
-R:39:0x02/0x95
-
-# Shrieker mushroom patch
-R:40:0x0C/0xEE
-
-# Blubbering icky thing
-R:41:0x09/0xA3
-
-# Metallic green centipede
-R:42:0x05/0x9D
-
-# Novice warrior
-R:43:0x07/0xAA
-
-# Novice rogue
-R:44:0x06/0xAA
-
-# Novice priest
-R:45:0x05/0xAA
-
-# Novice mage
-R:46:0x04/0xAA
-
-# Yellow mushroom patch
-R:47:0x0B/0xEE
-
-# White jelly
-R:48:0x01/0xA4
-
-# Giant black ant
-R:49:0x08/0x9B
-
-# Salamander
-R:50:0x03/0x92
-
-# White harpy
-R:51:0x01/0x88
-
-# Blue yeek
-R:52:0x06/0xB3
-
-# Grip, Farmer Maggot's dog
-R:53:0x01/0x83
-
-# Wolf, Farmer Maggot's dog
-R:54:0x01/0x83
-
-# Fang, Farmer Maggot's dog
-R:55:0x01/0x83
-
-# Giant green frog
-R:56:0x05/0x92
-
-# Freesia
-R:57:0x07/0xA0
-
-# Green worm mass
-R:58:0x05/0xB1
-
-# Large yellow snake
-R:59:0x0B/0x8A
-
-# Cave spider
-R:60:0x08/0x93
-
-# Crow
-R:61:0x02/0x82
-
-# Wild cat
-R:62:0x0F/0xA0
-
-# Smeagol
-R:63:0x0E/0xA2
-
-# Green ooze
-R:64:0x05/0xA4
-
-# Poltergeist
-R:65:0x02/0x87
-
-# Yellow jelly
-R:66:0x0B/0xA4
-
-# Metallic blue centipede
-R:67:0x06/0x9D
-
-# Raven
-R:68:0x08/0x82
-
-# Giant white louse
-R:69:0x01/0x89
-
-# Giant yellow centipede
-R:70:0x0B/0x9D
-
-# Black naga
-R:71:0x08/0xA8
-
-# Spotted mushroom patch
-R:72:0x03/0xEE
-
-# Silver jelly
-R:73:0x09/0xA4
-
-# Scruffy-looking hobbit
-R:74:0x02/0xA2
-
-# Giant white ant
-R:75:0x01/0x9B
-
-# Yellow mold
-R:76:0x0B/0xA7
-
-# Metallic red centipede
-R:77:0x04/0x9D
-
-# Yellow worm mass
-R:78:0x0B/0xB1
-
-# Clear worm mass
-R:79:0x0E/0xB1
-
-# Radiation eye
-R:80:0x0C/0x9F
-
-# Yellow light
-R:81:0x0B/0xF0
-
-# Cave lizard
-R:82:0x07/0x92
-
-# Novice ranger
-R:83:0x09/0xAA
-
-# Blue jelly
-R:84:0x06/0xA4
-
-# Creeping copper coins
-R:85:0x07/0xF3
-
-# Giant white rat
-R:86:0x09/0xAC
-
-# Snotling
-R:87:0x0F/0xA9
-
-# Swordfish
-R:88:0x09/0x7E
-
-# Blue worm mass
-R:89:0x06/0xB1
-
-# Large grey snake
-R:90:0x02/0x8A
-
-# Skeleton kobold
-R:91:0x09/0xAD
-
-# Ewok
-R:92:0x0D/0xA2
-
-# Novice mage
-R:93:0x04/0xAA
-
-# Green naga
-R:94:0x05/0xA8
-
-# Giant leech
-R:95:0x07/0xB1
-
-# Barracuda
-R:96:0x0D/0x7E
-
-# Novice paladin
-R:97:0x01/0xAA
-
-# Zog
-R:98:0x06/0xA2
-
-# Blue ooze
-R:99:0x06/0xA4
-
-# Green glutton ghost
-R:100:0x05/0x87
-
-# Green jelly
-R:101:0x05/0xA4
-
-# Large kobold
-R:102:0x06/0xA5
-
-# Grey icky thing
-R:103:0x02/0xA3
-
-# Disenchanter eye
-R:104:0x0A/0x9F
-
-# Red worm mass
-R:105:0x04/0xB1
-
-# Copperhead snake
-R:106:0x03/0x8A
-
-# Death sword
-R:107:0x09/0xDC
-
-# Purple mushroom patch
-R:108:0x0A/0xEE
-
-# Novice priest
-R:109:0x05/0xAA
-
-# Novice warrior
-R:110:0x07/0xAA
-
-# Nibelung
-R:111:0x08/0xA2
-
-# The disembodied hand that strangled people
-R:112:0x05/0xB4
-
-# Brown mold
-R:113:0x07/0xA7
-
-# Giant brown bat
-R:114:0x07/0x9C
-
-# Rat-thing
-R:115:0x0C/0xAC
-
-# Novice rogue
-R:116:0x06/0xAA
-
-# Creeping silver coins
-R:117:0x02/0xF3
-
-# Snaga
-R:118:0x0F/0xA9
-
-# Rattlesnake
-R:119:0x04/0x8A
-
-# Giant slug
-R:120:0x0F/0xB1
-
-# Giant pink frog
-R:121:0x04/0x92
-
-# Dark elf
-R:122:0x08/0xA2
-
-# Zombified kobold
-R:123:0x02/0xB4
-
-# Crypt creep
-R:124:0x08/0xAD
-
-# Rotting corpse
-R:125:0x0C/0xB4
-
-# Cave orc
-R:126:0x0D/0xA9
-
-# Wood spider
-R:127:0x0F/0x93
-
-# Manes
-R:128:0x04/0xAF
-
-# Bloodshot eye
-R:129:0x04/0x9F
-
-# Red naga
-R:130:0x04/0xA8
-
-# Red jelly
-R:131:0x04/0xA4
-
-# Green icky thing
-R:132:0x05/0xA3
-
-# Lost soul
-R:133:0x09/0x87
-
-# Night lizard
-R:134:0x06/0x92
-
-# Mughash, the Kobold Lord
-R:135:0x0A/0xA5
-
-# Skeleton orc
-R:136:0x09/0xAD
-
-# Wormtongue, Agent of Saruman
-R:137:0x0E/0xAA
-
-# Robin Hood, the Outlaw
-R:138:0x0D/0xAA
-
-# Nurgling
-R:139:0x03/0xAF
-
-# Lagduf, the Snaga
-R:140:0x0B/0xA9
-
-# Brown yeek
-R:141:0x07/0xB3
-
-# Novice ranger
-R:142:0x09/0xAA
-
-# Giant salamander
-R:143:0x0C/0x92
-
-# Space monster
-R:144:0x00/0xB5
-
-# Carnivorous flying monkey
-R:145:0x0C/0x88
-
-# Green mold
-R:146:0x05/0xA7
-
-# Novice paladin
-R:147:0x01/0xAA
-
-# Lemure
-R:148:0x0F/0xAF
-
-# Hill orc
-R:149:0x07/0xA9
-
-# Bandit
-R:150:0x06/0xAA
-
-# Hunting hawk
-R:151:0x07/0x82
-
-# Phantom warrior
-R:152:0x0E/0x87
-
-# Gremlin
-R:153:0x07/0xAF
-
-# Yeti
-R:154:0x01/0x99
-
-# Bloodshot icky thing
-R:155:0x04/0xA3
-
-# Giant grey rat
-R:156:0x02/0xAC
-
-# Black harpy
-R:157:0x08/0x88
-
-# Skaven
-R:158:0x0D/0xAC
-
-# The wounded bear
-R:159:0x04/0xAB
-
-# Cave bear
-R:160:0x07/0xAB
-
-# Rock mole
-R:161:0x02/0xAC
-
-# Mindcrafter
-R:162:0x0B/0xAA
-
-# Baby blue dragon
-R:163:0x06/0x9E
-
-# Baby white dragon
-R:164:0x01/0x9E
-
-# Baby green dragon
-R:165:0x05/0x9E
-
-# Baby black dragon
-R:166:0x02/0x9E
-
-# Baby red dragon
-R:167:0x04/0x9E
-
-# Giant red ant
-R:168:0x04/0x9B
-
-# Brodda, the Easterling
-R:169:0x0F/0xAA
-
-# Bloodfang, the Wolf
-R:170:0x0C/0x83
-
-# King cobra
-R:171:0x05/0x8A
-
-# Eagle
-R:172:0x07/0x82
-
-# War bear
-R:173:0x07/0xAB
-
-# Killer bee
-R:174:0x0B/0x89
-
-# Giant spider
-R:175:0x0A/0x93
-
-# Giant white tick
-R:176:0x01/0x93
-
-# The Borshin
-R:177:0x01/0xA1
-
-# Dark elven mage
-R:178:0x04/0xA2
-
-# Kamikaze yeek
-R:179:0x04/0xB3
-
-# Orfax, Son of Boldor
-R:180:0x0E/0xB3
-
-# Servant of Glaaki
-R:181:0x0D/0xB4
-
-# Dark elven warrior
-R:182:0x07/0xA2
-
-# Sand-dweller
-R:183:0x0B/0xAF
-
-# Clear mushroom patch
-R:184:0x0E/0xEE
-
-# Quiver slot
-R:185:0x0F/0xEE
-
-# Grishnakh, the Hill Orc
-R:186:0x0B/0xA9
-
-# Giant tan bat
-R:187:0x0F/0x9C
-
-# Owlbear
-R:188:0x03/0x88
-
-# Blue horror
-R:189:0x0E/0xAF
-
-# Hairy mold
-R:190:0x03/0xA7
-
-# Grizzly bear
-R:191:0x0F/0xAB
-
-# Disenchanter mold
-R:192:0x0A/0xA7
-
-# Pseudo dragon
-R:193:0x03/0x9E
-
-# Tengu
-R:194:0x06/0xAF
-
-# Creeping gold coins
-R:195:0x0B/0xF3
-
-# Wolf
-R:196:0x07/0x83
-
-# Giant fruit fly
-R:197:0x0D/0x89
-
-# Panther
-R:198:0x08/0xA0
-
-# Brigand
-R:199:0x06/0xAA
-
-# Hobbes the Tiger
-R:200:0x0B/0xA0
-
-# Shadow Creature of Fiona
-R:201:0x02/0xA2
-
-# Undead mass
-R:202:0x07/0xA4
-
-# Chaos shapechanger
-R:203:0x0A/0x88
-
-# Baby multi-hued dragon
-R:204:0x0A/0x9E
-
-# Vorpal bunny
-R:205:0x01/0xAC
-
-# Old Man Willow
-R:206:0x02/0xCC
-
-# Hippocampus
-R:207:0x0E/0x88
-
-# Zombified orc
-R:208:0x02/0xB4
-
-# Hippogriff
-R:209:0x0F/0x88
-
-# Black mamba
-R:210:0x08/0x8A
-
-# White wolf
-R:211:0x01/0x83
-
-# Grape jelly
-R:212:0x0A/0xA4
-
-# Nether worm mass
-R:213:0x08/0xB1
-
-# Abyss worm mass
-R:214:0x08/0xB1
-
-# Golfimbul, the Hill Orc Chief
-R:215:0x0B/0xA9
-
-# Swordsman
-R:216:0x07/0xAA
-
-# Skaven shaman
-R:217:0x05/0xAC
-
-# Baby bronze dragon
-R:218:0x0F/0x9E
-
-# Baby gold dragon
-R:219:0x0B/0x9E
-
-# Evil eye
-R:220:0x08/0x9F
-
-# Mine-dog
-R:221:0x07/0x83
-
-# Hellcat
-R:222:0x0C/0xA0
-
-# Moon beast
-R:223:0x09/0xAB
-
-# Master yeek
-R:224:0x05/0xB3
-
-# Priest
-R:225:0x05/0xAA
-
-# Dark elven priest
-R:226:0x05/0xA2
-
-# Air spirit
-R:227:0x0E/0x85
-
-# Skeleton human
-R:228:0x09/0xAD
-
-# Zombified human
-R:229:0x02/0xB4
-
-# Tiger
-R:230:0x03/0xA0
-
-# Moaning spirit
-R:231:0x07/0x87
-
-# Stegocentipede
-R:232:0x07/0x9D
-
-# Spotted jelly
-R:233:0x03/0xA4
-
-# Drider
-R:234:0x06/0x93
-
-# Mongbat
-R:235:0x0F/0x9C
-
-# Killer brown beetle
-R:236:0x07/0x8B
-
-# Boldor, King of the Yeeks
-R:237:0x0A/0xB3
-
-# Ogre
-R:238:0x0F/0x8F
-
-# Creeping mithril coins
-R:239:0x0E/0xF3
-
-# Illusionist
-R:240:0x0C/0xAA
-
-# Druid
-R:241:0x0D/0xAA
-
-# Pink horror
-R:242:0x0C/0xAF
-
-# Cloaker
-R:243:0x05/0xE2
-
-# Black orc
-R:244:0x08/0xA9
-
-# Ochre jelly
-R:245:0x0F/0xA4
-
-# Software bug
-R:246:0x04/0x89
-
-# Lurker
-R:247:0x01/0xB5
-
-# Tangleweed
-R:248:0x05/0xCC
-
-# Vlasta
-R:249:0x0E/0x92
-
-# Giant white dragon fly
-R:250:0x01/0x86
-
-# Snaga sapper
-R:251:0x0F/0xA9
-
-# Blue icky thing
-R:252:0x06/0xA3
-
-# Gibbering mouther
-R:253:0x03/0xA4
-
-# Wolfhound of Flora
-R:254:0x02/0x83
-
-# Hill giant
-R:255:0x0F/0x90
-
-# Flesh golem
-R:256:0x0C/0xA1
-
-# Warg
-R:257:0x08/0x83
-
-# Cheerful leprechaun
-R:258:0x0D/0xA2
-
-# Giant flea
-R:259:0x02/0x89
-
-# Ufthak of Cirith Ungol
-R:260:0x05/0xA9
-
-# Clay golem
-R:261:0x0F/0xA1
-
-# Black ogre
-R:262:0x08/0x8F
-
-# Dweller on the threshold
-R:263:0x02/0x99
-
-# Half-orc
-R:264:0x02/0xA9
-
-# Dark naga
-R:265:0x02/0xA8
-
-# Poison ivy
-R:266:0x05/0xCC
-
-# Magic mushroom patch
-R:267:0x0E/0xEE
-
-# Plaguebearer of Nurgle
-R:268:0x03/0xB4
-
-# Guardian naga
-R:269:0x0B/0xA8
-
-# Wererat
-R:270:0x08/0xAC
-
-# Light hound
-R:271:0x03/0x9A
-
-# Dark hound
-R:272:0x08/0x9A
-
-# Flying skull
-R:273:0x02/0xAD
-
-# Mi-Go
-R:274:0x0C/0x89
-
-# Giant tarantula
-R:275:0x03/0x93
-
-# Giant clear centipede
-R:276:0x0E/0x9D
-
-# Mirkwood spider
-R:277:0x0D/0x93
-
-# Frost giant
-R:278:0x01/0x90
-
-# Griffon
-R:279:0x07/0x88
-
-# Homunculus
-R:280:0x0B/0xAF
-
-# Gnome mage
-R:281:0x0C/0xA2
-
-# Clear hound
-R:282:0x0E/0x9A
-
-# Umber hulk
-R:283:0x0F/0x98
-
-# Rust monster
-R:284:0x03/0xAB
-
-# Ogrillon
-R:285:0x09/0x8F
-
-# Gelatinous cube
-R:286:0x0D/0xA4
-
-# Giant green dragon fly
-R:287:0x0D/0x86
-
-# Fire giant
-R:288:0x04/0x90
-
-# Hummerhorn
-R:289:0x0B/0x89
-
-# Lizard man
-R:290:0x0D/0xA2
-
-# Ulfast, Son of Ulfang
-R:291:0x0F/0xAA
-
-# Crebain
-R:292:0x08/0x82
-
-# Berserker
-R:293:0x07/0xAA
-
-# Quasit
-R:294:0x03/0xAF
-
-# Sphinx
-R:295:0x03/0x88
-
-# Imp
-R:296:0x05/0xAF
-
-# Forest troll
-R:297:0x05/0x94
-
-# Freezing sphere
-R:298:0x01/0xF0
-
-# Jumping fireball
-R:299:0x04/0xF0
-
-# Ball lightning
-R:300:0x0E/0xF0
-
-# 2-headed hydra
-R:301:0x07/0x8D
-
-# Swamp thing
-R:302:0x05/0x88
-
-# Water spirit
-R:303:0x06/0x85
-
-# Giant red scorpion
-R:304:0x04/0x93
-
-# Earth spirit
-R:305:0x07/0x85
-
-# Fire spirit
-R:306:0x04/0x85
-
-# Fire hound
-R:307:0x04/0x9A
-
-# Cold hound
-R:308:0x01/0x9A
-
-# Energy hound
-R:309:0x06/0x9A
-
-# Lesser Mimic
-R:310:0x0B/0xA7
-
-# Door mimic
-R:311:0x0F/0xB8
-
-# Blink dog
-R:312:0x0E/0x83
-
-# Uruk
-R:313:0x0E/0xA9
-
-# Shagrat, the Orc Captain
-R:314:0x05/0xA9
-
-# Gorbag, the Orc Captain
-R:315:0x05/0xA9
-
-# Shambling mound
-R:316:0x05/0xEE
-
-# Giant Venus Flytrap
-R:317:0x05/0xCC
-
-# Chaos beastman
-R:318:0x07/0x88
-
-# Daemonette of Slaanesh
-R:319:0x0C/0xAF
-
-# Giant bronze dragon fly
-R:320:0x0F/0x86
-
-# Stone giant
-R:321:0x09/0x90
-
-# Giant black dragon fly
-R:322:0x02/0x86
-
-# Stone golem
-R:323:0x09/0xA1
-
-# Red mold
-R:324:0x04/0xA7
-
-# Giant gold dragon fly
-R:325:0x0B/0x86
-
-# Stunwall
-R:326:0x09/0xBC
-
-# Ghast
-R:327:0x07/0xB4
-
-# Neekerbreeker
-R:328:0x08/0x89
-
-# Huorn
-R:329:0x05/0xCC
-
-# Bolg, Son of Azog
-R:330:0x0A/0xA9
-
-# Phase spider
-R:331:0x0E/0x93
-
-# Lizard king
-R:332:0x05/0xA2
-
-# Landmine
-R:333:0x01/0xB5
-
-# Wyvern
-R:334:0x05/0x9E
-
-# Great eagle
-R:335:0x07/0x82
-
-# Livingstone
-R:336:0x09/0xBC
-
-# Earth hound
-R:337:0x07/0x9A
-
-# Air hound
-R:338:0x05/0x9A
-
-# Sabre-tooth tiger
-R:339:0x0B/0xA0
-
-# Acid hound
-R:340:0x02/0x9A
-
-# Chimaera
-R:341:0x04/0x88
-
-# Quylthulg
-R:342:0x0B/0x91
-
-# Sasquatch
-R:343:0x09/0x99
-
-# Weir
-R:344:0x09/0x83
-
-# Ranger
-R:345:0x09/0xAA
-
-# Paladin
-R:346:0x01/0xAA
-
-# Werewolf
-R:347:0x08/0x83
-
-# Dark elven lord
-R:348:0x02/0xA2
-
-# Cloud giant
-R:349:0x06/0x90
-
-# Ugluk, the Uruk
-R:350:0x0A/0xA9
-
-# Blue dragon bat
-R:351:0x06/0x9C
-
-# Mimic
-R:352:0x0B/0xA7
-
-# Ultimate Mimic
-R:353:0x0B/0xA7
-
-# Fire vortex
-R:354:0x04/0xB0
-
-# Acid vortex
-R:355:0x02/0xB0
-
-# Lugdush, the Uruk
-R:356:0x0A/0xA9
-
-# Arch-vile
-R:357:0x09/0xAF
-
-# Cold vortex
-R:358:0x01/0xB0
-
-# Energy vortex
-R:359:0x06/0xB0
-
-# Globefish
-R:360:0x01/0x7E
-
-# Giant firefly
-R:361:0x04/0x89
-
-# Mummified orc
-R:362:0x01/0xB4
-
-# Wolf chieftain
-R:363:0x08/0x83
-
-# Serpent man
-R:364:0x0D/0x8A
-
-# Vampiric mist
-R:365:0x08/0xCA
-
-# Killer stag beetle
-R:366:0x05/0x8B
-
-# Iron golem
-R:367:0x02/0xA1
-
-# Auto-roller
-R:368:0x02/0xA1
-
-# Giant yellow scorpion
-R:369:0x0B/0x93
-
-# Jade monk
-R:370:0x0D/0xAA
-
-# Black ooze
-R:371:0x08/0xA4
-
-# Hardened warrior
-R:372:0x07/0xAA
-
-# Azog, King of the Uruk-Hai
-R:373:0x0A/0xA9
-
-# Fleshhound of Khorne
-R:374:0x0C/0x83
-
-# Dark elven warlock
-R:375:0x0A/0xA2
-
-# Master rogue
-R:376:0x06/0xAA
-
-# Red dragon bat
-R:377:0x04/0x9C
-
-# Killer white beetle
-R:378:0x01/0x8B
-
-# Ice skeleton
-R:379:0x01/0xAD
-
-# Angamaite of Umbar
-R:380:0x0F/0xAA
-
-# Forest wight
-R:381:0x05/0x97
-
-# Khim, Son of Mim
-R:382:0x03/0xA2
-
-# Ibun, Son of Mim
-R:383:0x03/0xA2
-
-# Meneldor the Swift
-R:384:0x07/0x82
-
-# Phantom beast
-R:385:0x0E/0x87
-
-# Giant silver ant
-R:386:0x09/0x9B
-
-# 4-headed hydra
-R:387:0x0B/0x8D
-
-# Lesser hell-beast
-R:388:0x02/0x95
-
-# Tyrannosaur
-R:389:0x05/0x92
-
-# Mummified human
-R:390:0x01/0xB4
-
-# Vampire bat
-R:391:0x08/0x9C
-
-# Sangahyando of Umbar
-R:392:0x0F/0xAA
-
-# It
-R:393:0x09/0xB5
-
-# Banshee
-R:394:0x06/0x87
-
-# Carrion crawler
-R:395:0x03/0x9D
-
-# Xiclotlan
-R:396:0x08/0xCC
-
-# Silent watcher
-R:397:0x02/0xA1
-
-# Pukelman
-R:398:0x08/0xA1
-
-# Disenchanter beast
-R:399:0x0A/0xAB
-
-# Dark elven druid
-R:400:0x0D/0xA2
-
-# Stone troll
-R:401:0x09/0x94
-
-# Black
-R:402:0x00/0xA4
-
-# Hill troll
-R:403:0x02/0x94
-
-# Wereworm
-R:404:0x07/0xB1
-
-# Killer red beetle
-R:405:0x04/0x8B
-
-# Disenchanter bat
-R:406:0x0A/0x9C
-
-# Gnoph-Keh
-R:407:0x02/0xAB
-
-# Giant grey ant
-R:408:0x02/0x9B
-
-# Khufu, the Mummified King
-R:409:0x0A/0xB4
-
-# Gwaihir the Windlord
-R:410:0x07/0x82
-
-# Giant fire tick
-R:411:0x0C/0x93
-
-# Displacer beast
-R:412:0x06/0xA0
-
-# Ulwarth, Son of Ulfang
-R:413:0x0F/0xAA
-
-# Werebear
-R:414:0x08/0xAB
-
-# Cave ogre
-R:415:0x07/0x8F
-
-# White wraith
-R:416:0x01/0x97
-
-# Angel
-R:417:0x03/0x81
-
-# Ghoul
-R:418:0x0F/0xB4
-
-# Mim, Betrayer of Turin
-R:419:0x03/0xA2
-
-# Hellblade
-R:420:0x0A/0xDC
-
-# Killer fire beetle
-R:421:0x0C/0x8B
-
-# Beast of Nurgle
-R:422:0x0B/0xAB
-
-# Creeping adamantite coins
-R:423:0x0D/0xF3
-
-# Algroth
-R:424:0x03/0x94
-
-# Flamer of Tzeentch
-R:425:0x04/0xEE
-
-# Roper
-R:426:0x08/0xBC
-
-# Headless
-R:427:0x07/0x88
-
-# Vibration hound
-R:428:0x0B/0x9A
-
-# Nexus hound
-R:429:0x0A/0x9A
-
-# Half-ogre
-R:430:0x03/0x8F
-
-# Lokkak, the Ogre Chieftain
-R:431:0x0A/0x8F
-
-# Vampire
-R:432:0x09/0x96
-
-# Gorgimaera
-R:433:0x03/0x88
-
-# Shantak
-R:434:0x08/0x88
-
-# Colbran
-R:435:0x0B/0xA1
-
-# Spirit naga
-R:436:0x01/0xA8
-
-# Corpser
-R:437:0x08/0xEE
-
-# Fiend of Slaanesh
-R:438:0x0C/0x93
-
-# Stairway to Hell
-R:439:0x09/0xB7
-
-# 5-headed hydra
-R:440:0x05/0x8D
-
-# Barney the Dinosaur
-R:441:0x0A/0x92
-
-# Black knight
-R:442:0x02/0xAA
-
-# Seahorse
-R:443:0x03/0x7E
-
-# Cyclops
-R:444:0x07/0x90
-
-# Clairvoyant
-R:445:0x0B/0xAA
-
-# Purple worm
-R:446:0x0A/0xB1
-
-# Catoblepas
-R:447:0x05/0xAB
-
-# Lesser wall monster
-R:448:0x09/0xBC
-
-# Mage
-R:449:0x04/0xAA
-
-# Mind flayer
-R:450:0x0A/0xA2
-
-# The Ultimate Dungeon Cleaner
-R:451:0x08/0xA1
-
-# Deep one
-R:452:0x05/0xAF
-
-# Basilisk
-R:453:0x02/0x92
-
-# Ice troll
-R:454:0x01/0x94
-
-# Dhole
-R:455:0x02/0xB1
-
-# Archangel
-R:456:0x0E/0x81
-
-# Greater Mimic
-R:457:0x0B/0xA7
-
-# Chaos tile
-R:458:0x0A/0xB5
-
-# Young blue dragon
-R:459:0x06/0x9E
-
-# Young white dragon
-R:460:0x01/0x9E
-
-# Young green dragon
-R:461:0x05/0x9E
-
-# Young bronze dragon
-R:462:0x0F/0x9E
-
-# Aklash
-R:463:0x0C/0x94
-
-# Mithril golem
-R:464:0x0E/0xA1
-
-# Skeleton troll
-R:465:0x09/0xAD
-
-# Skeletal tyrannosaur
-R:466:0x01/0x92
-
-# Beorn, the Shape-Changer
-R:467:0x08/0xAB
-
-# Thorondor, Lord of Eagles
-R:468:0x07/0x82
-
-# Giant blue ant
-R:469:0x06/0x9B
-
-# Grave wight
-R:470:0x06/0x97
-
-# Shadow drake
-R:471:0x0D/0x9E
-
-# Manticore
-R:472:0x0B/0x88
-
-# Giant army ant
-R:473:0x03/0x9B
-
-# Killer slicer beetle
-R:474:0x0B/0x8B
-
-# Gorgon
-R:475:0x06/0x88
-
-# Gug
-R:476:0x0D/0x90
-
-# Ghost
-R:477:0x01/0x87
-
-# Death watch beetle
-R:478:0x08/0x8B
-
-# Mountain ogre
-R:479:0x02/0x8F
-
-# Nexus quylthulg
-R:480:0x0A/0x91
-
-# Shelob, Spider of Darkness
-R:481:0x08/0x93
-
-# Giant squid
-R:482:0x05/0x7E
-
-# Ghoulking
-R:483:0x08/0xB4
-
-# Doombat
-R:484:0x0C/0x9C
-
-# Ninja
-R:485:0x07/0xAA
-
-# Memory moss
-R:486:0x06/0xEE
-
-# Storm giant
-R:487:0x0E/0x90
-
-# Spectator
-R:488:0x0E/0x9F
-
-# Bokrug
-R:489:0x0A/0x92
-
-# Biclops
-R:490:0x07/0x90
-
-# Half-troll
-R:491:0x0F/0x94
-
-# Ivory monk
-R:492:0x01/0xAA
-
-# Bert the Stone Troll
-R:493:0x09/0x94
-
-# Bill the Stone Troll
-R:494:0x09/0x94
-
-# Tom the Stone Troll
-R:495:0x09/0x94
-
-# Cave troll
-R:496:0x07/0x94
-
-# Anti-paladin
-R:497:0x08/0xAA
-
-# Chaos master
-R:498:0x0A/0xAA
-
-# Barrow wight
-R:499:0x0A/0x97
-
-# Skeleton ettin
-R:500:0x09/0xAD
-
-# Chaos drake
-R:501:0x0A/0x9E
-
-# Law drake
-R:502:0x0E/0x9E
-
-# Balance drake
-R:503:0x0A/0x9E
-
-# Ethereal drake
-R:504:0x03/0x9E
-
-# Groo, the Wanderer
-R:505:0x0F/0xAA
-
-# Fasolt the Giant
-R:506:0x07/0x90
-
-# Shade
-R:507:0x08/0x87
-
-# Spectre
-R:508:0x0F/0x87
-
-# Water troll
-R:509:0x0E/0x94
-
-# Fire elemental
-R:510:0x04/0x85
-
-# Cherub
-R:511:0x0D/0x81
-
-# Water elemental
-R:512:0x06/0x85
-
-# Multi-hued hound
-R:513:0x0A/0x9A
-
-# Invisible stalker
-R:514:0x0B/0x85
-
-# Carrion crawler
-R:515:0x03/0x9D
-
-# Master thief
-R:516:0x06/0xAA
-
-# The Watcher in the Water
-R:517:0x0A/0x7E
-
-# Lich
-R:518:0x03/0x8C
-
-# Gas spore
-R:519:0x05/0x9F
-
-# Master vampire
-R:520:0x05/0x96
-
-# Oriental vampire
-R:521:0x02/0x96
-
-# Greater mummy
-R:522:0x0B/0xB4
-
-# Bloodletter of Khorne
-R:523:0x04/0x95
-
-# Giant grey scorpion
-R:524:0x02/0x93
-
-# Earth elemental
-R:525:0x07/0x85
-
-# Air elemental
-R:526:0x0E/0x85
-
-# Shimmering mold
-R:527:0x06/0xA7
-
-# Gargoyle
-R:528:0x02/0xAF
-
-# Malicious leprechaun
-R:529:0x0A/0xA2
-
-# Eog golem
-R:530:0x07/0xA1
-
-# Little Boy
-R:531:0x08/0xD6
-
-# Dagashi
-R:532:0x07/0xAA
-
-# Headless ghost
-R:533:0x07/0x87
-
-# Dread
-R:534:0x03/0x87
-
-# Leng spider
-R:535:0x0A/0x93
-
-# Gauth
-R:536:0x02/0x9F
-
-# Smoke elemental
-R:537:0x0C/0x85
-
-# Olog
-R:538:0x0B/0x94
-
-# Halfling slinger
-R:539:0x0F/0xA2
-
-# Gravity hound
-R:540:0x09/0x9A
-
-# Acidic cytoplasm
-R:541:0x02/0xA4
-
-# Inertia hound
-R:542:0x09/0x9A
-
-# Impact hound
-R:543:0x07/0x9A
-
-# Shardstorm
-R:544:0x07/0xB0
-
-# Ooze elemental
-R:545:0x05/0x85
-
-# Young black dragon
-R:546:0x02/0x9E
-
-# Mumak
-R:547:0x02/0xAB
-
-# Giant fire ant
-R:548:0x0C/0x9B
-
-# Mature white dragon
-R:549:0x01/0x9E
-
-# Xorn
-R:550:0x07/0x98
-
-# Rogrog the Black Troll
-R:551:0x08/0x94
-
-# Mist giant
-R:552:0x0E/0xCA
-
-# Phantom
-R:553:0x0A/0x87
-
-# Grey wraith
-R:554:0x02/0x97
-
-# Revenant
-R:555:0x07/0x97
-
-# Young multi-hued dragon
-R:556:0x0A/0x9E
-
-# Raal's Tome of Destruction
-R:557:0x04/0xEF
-
-# Colossus
-R:558:0x0D/0xA1
-
-# Young gold dragon
-R:559:0x0B/0x9E
-
-# Mature blue dragon
-R:560:0x06/0x9E
-
-# Mature green dragon
-R:561:0x05/0x9E
-
-# Mature bronze dragon
-R:562:0x0F/0x9E
-
-# Young red dragon
-R:563:0x04/0x9E
-
-# Nightblade
-R:564:0x08/0xA2
-
-# Trapper
-R:565:0x01/0xB5
-
-# Bodak
-R:566:0x04/0xAF
-
-# Time bomb
-R:567:0x01/0xB5
-
-# Mezzodaemon
-R:568:0x03/0xAF
-
-# Elder thing
-R:569:0x0D/0xAF
-
-# Ice elemental
-R:570:0x01/0x85
-
-# Necromancer
-R:571:0x0C/0xAA
-
-# The Greater hell magic mushroom were-quylthulg
-R:572:0x02/0x91
-
-# Lorgan, Chief of the Easterlings
-R:573:0x0A/0xAA
-
-# Chaos spawn
-R:574:0x02/0x9F
-
-# Mummified troll
-R:575:0x01/0xB4
-
-# Storm of Unmagic
-R:576:0x0A/0xB0
-
-# Crypt thing
-R:577:0x0D/0x8C
-
-# Chaos butterfly
-R:578:0x0D/0x89
-
-# Time elemental
-R:579:0x0D/0x85
-
-# Flying polyp
-R:580:0x0C/0x7E
-
-# The Queen Ant
-R:581:0x0A/0x9B
-
-# Will o' the wisp
-R:582:0x09/0x85
-
-# Shan
-R:583:0x0E/0x89
-
-# Magma elemental
-R:584:0x03/0x85
-
-# Black pudding
-R:585:0x08/0xA4
-
-# Killer iridescent beetle
-R:586:0x0A/0x8B
-
-# Nexus vortex
-R:587:0x0A/0xB0
-
-# Plasma vortex
-R:588:0x0C/0xB0
-
-# Mature red dragon
-R:589:0x04/0x9E
-
-# Mature gold dragon
-R:590:0x0B/0x9E
-
-# Crystal drake
-R:591:0x07/0x9E
-
-# Mature black dragon
-R:592:0x02/0x9E
-
-# Mature multi-hued dragon
-R:593:0x0A/0x9E
-
-# Sky whale
-R:594:0x0D/0x7E
-
-# Draebor, the Imp
-R:595:0x0A/0xAF
-
-# Mother Hydra
-R:596:0x0A/0xAF
-
-# Death knight
-R:597:0x08/0xAA
-
-# Castamir the Usurper
-R:598:0x0C/0xAA
-
-# Time vortex
-R:599:0x0E/0xB0
-
-# Shimmering vortex
-R:600:0x03/0xB0
-
-# Ancient blue dragon
-R:601:0x06/0x84
-
-# Ancient bronze dragon
-R:602:0x0F/0x84
-
-# Beholder
-R:603:0x0F/0x9F
-
-# Emperor wight
-R:604:0x04/0x97
-
-# Seraph
-R:605:0x04/0x81
-
-# Vargo, Tyrant of Fire
-R:606:0x04/0x85
-
-# Black wraith
-R:607:0x08/0x97
-
-# Nightgaunt
-R:608:0x08/0x95
-
-# Baron of hell
-R:609:0x0F/0x95
-
-# Scylla
-R:610:0x0E/0x8D
-
-# Monastic lich
-R:611:0x07/0x8C
-
-# Nether wraith
-R:612:0x0D/0x97
-
-# Hellhound
-R:613:0x04/0x83
-
-# 7-headed hydra
-R:614:0x0D/0x8D
-
-# Waldern, King of Water
-R:615:0x06/0x85
-
-# Kavlax the Many-Headed
-R:616:0x0A/0x9E
-
-# Ancient white dragon
-R:617:0x01/0x84
-
-# Ancient green dragon
-R:618:0x05/0x84
-
-# Chthonian
-R:619:0x08/0xB1
-
-# Eldrak
-R:620:0x04/0x94
-
-# Ettin
-R:621:0x06/0x94
-
-# Night mare
-R:622:0x0D/0xAB
-
-# Vampire lord
-R:623:0x06/0x96
-
-# Ancient black dragon
-R:624:0x02/0x84
-
-# Weird fume
-R:625:0x0A/0xCA
-
-# Spawn of Ubbo-Sathla
-R:626:0x0A/0xA4
-
-# Fat Man
-R:627:0x08/0xD6
-
-# Malekith the Accursed
-R:628:0x0A/0xA2
-
-# Shadowfax, steed of Gandalf
-R:629:0x0A/0xAB
-
-# Spirit troll
-R:630:0x0D/0x87
-
-# War troll
-R:631:0x06/0x94
-
-# Disenchanter worm mass
-R:632:0x0A/0xB1
-
-# Rotting quylthulg
-R:633:0x07/0x91
-
-# Lesser titan
-R:634:0x0B/0x90
-
-# 9-headed hydra
-R:635:0x04/0x8D
-
-# Enchantress
-R:636:0x0C/0xAA
-
-# Ranger chieftain
-R:637:0x09/0xAA
-
-# Sorcerer
-R:638:0x0C/0xAA
-
-# Xaren
-R:639:0x02/0x98
-
-# Giant roc
-R:640:0x07/0x82
-
-# Minotaur
-R:641:0x0F/0x88
-
-# Medusa, the Gorgon
-R:642:0x0A/0xA8
-
-# Death drake
-R:643:0x0D/0x84
-
-# Ancient red dragon
-R:644:0x04/0x84
-
-# Ancient gold dragon
-R:645:0x0B/0x84
-
-# Great crystal drake
-R:646:0x0F/0x84
-
-# Wyrd sister
-R:647:0x0A/0xAA
-
-# Vrock
-R:648:0x02/0x95
-
-# Death quasit
-R:649:0x08/0xAF
-
-# Giganto, the Gargantuan
-R:650:0x02/0x7E
-
-# Strygalldwir
-R:651:0x09/0x95
-
-# Fallen angel
-R:652:0x02/0x81
-
-# Giant headless
-R:653:0x07/0x88
-
-# Judge Fire
-R:654:0x0C/0xAD
-
-# Ubbo-Sathla, the Unbegotten Source
-R:655:0x09/0xA4
-
-# Judge Mortis
-R:656:0x0D/0xB4
-
-# Dark elven sorcerer
-R:657:0x0C/0xA2
-
-# Master lich
-R:658:0x04/0x8C
-
-# Byakhee
-R:659:0x08/0x95
-
-# Eol, the Dark Elf
-R:660:0x08/0xA2
-
-# Archon
-R:661:0x0B/0x81
-
-# Formless spawn of Tsathoggua
-R:662:0x08/0x95
-
-# Hunting horror
-R:663:0x08/0x95
-
-# Undead beholder
-R:664:0x07/0x9F
-
-# Shadow
-R:665:0x08/0x87
-
-# Iron lich
-R:666:0x02/0x8C
-
-# Dread
-R:667:0x03/0x87
-
-# Greater basilisk
-R:668:0x08/0x92
-
-# Charybdis
-R:669:0x04/0x7E
-
-# Jack of Shadows
-R:670:0x02/0xAA
-
-# Zephyr Lord
-R:671:0x0A/0x97
-
-# Juggernaut of Khorne
-R:672:0x08/0xA1
-
-# Mumak
-R:673:0x02/0xAB
-
-# Judge Fear
-R:674:0x08/0x97
-
-# Ancient multi-hued dragon
-R:675:0x0A/0x84
-
-# Ethereal dragon
-R:676:0x03/0x84
-
-# Dark young of Shub-Niggurath
-R:677:0x05/0x95
-
-# Colour out of space
-R:678:0x0A/0xB5
-
-# Quaker, Master of Earth
-R:679:0x07/0x85
-
-# Death leprechaun
-R:680:0x08/0xA2
-
-# Chaugnar Faugn, Horror from the Hills
-R:681:0x08/0xAB
-
-# Lloigor
-R:682:0x0E/0xB0
-
-# Utgard-Loke
-R:683:0x0A/0x90
-
-# Quachil Uttaus, Treader of the Dust
-R:684:0x08/0xB4
-
-# Shoggoth
-R:685:0x08/0xA4
-
-# Judge Death
-R:686:0x08/0x97
-
-# Ariel, Queen of Air
-R:687:0x0E/0x85
-
-# 11-headed hydra
-R:688:0x0C/0x8D
-
-# Patriarch
-R:689:0x0D/0xAA
-
-# Dreadmaster
-R:690:0x0B/0x87
-
-# Drolem
-R:691:0x05/0xA1
-
-# Scatha the Worm
-R:692:0x09/0x84
-
-# Warrior of the Dawn
-R:693:0x0C/0xAA
-
-# Lesser black reaver
-R:694:0x08/0x8C
-
-# Zoth-Ommog
-R:695:0x0A/0x92
-
-# Grand master thief
-R:696:0x06/0xAA
-
-# Smaug the Golden
-R:697:0x0C/0x84
-
-# The Stormbringer
-R:698:0x08/0xDC
-
-# Knight Templar
-R:699:0x01/0xAA
-
-# Leprechaun fanatic
-R:700:0x04/0xA2
-
-# Dracolich
-R:701:0x0D/0x84
-
-# Greater titan
-R:702:0x03/0x90
-
-# Dracolisk
-R:703:0x0C/0x84
-
-# Winged Horror
-R:704:0x08/0x82
-
-# Spectral tyrannosaur
-R:705:0x0D/0x92
-
-# Yibb-Tstll, the Patient One
-R:706:0x08/0x90
-
-# Ghatanothoa
-R:707:0x08/0xB0
-
-# Ent
-R:708:0x0D/0xCC
-
-# Hru
-R:709:0x02/0x90
-
-# Itangast the Fire Drake
-R:710:0x0C/0x84
-
-# Death mold
-R:711:0x08/0xA7
-
-# Fafner the Dragon
-R:712:0x0D/0x84
-
-# Charon, Boatman of the Styx
-R:713:0x0E/0x97
-
-# Quickbeam, the Ent
-R:714:0x0D/0xCC
-
-# Glaurung, Father of the Dragons
-R:715:0x0C/0x84
-
-# Behemoth
-R:716:0x0E/0x88
-
-# Garm, Guardian of Hel
-R:717:0x06/0x83
-
-# Greater wall monster
-R:718:0x09/0xBC
-
-# Nycadaemon
-R:719:0x03/0x95
-
-# Barbazu
-R:720:0x0D/0x95
-
-# Goat of Mendes
-R:721:0x08/0xAB
-
-# Nightwing
-R:722:0x08/0x97
-
-# Maulotaur
-R:723:0x02/0x88
-
-# Nether hound
-R:724:0x0D/0x9A
-
-# Time hound
-R:725:0x0E/0x9A
-
-# Plasma hound
-R:726:0x0C/0x9A
-
-# Demonic quylthulg
-R:727:0x04/0x91
-
-# Great Storm Wyrm
-R:728:0x06/0x84
-
-# Ulik the Troll
-R:729:0x0A/0x94
-
-# Baphomet the Minotaur Lord
-R:730:0x0A/0x88
-
-# Hell knight
-R:731:0x08/0xAA
-
-# Bull Gates
-R:732:0x08/0xAA
-
-# Santa Claus
-R:733:0x04/0xA2
-
-# Eihort, the Thing in the Labyrinth
-R:734:0x0C/0xA4
-
-# The King in Yellow
-R:735:0x0B/0x8C
-
-# Great unclean one
-R:736:0x05/0x95
-
-# Lord of Chaos
-R:737:0x0A/0xAA
-
-# Old Sorcerer
-R:738:0x0C/0xAA
-
-# Ethereal hound
-R:739:0x0D/0x9A
-
-# Lesser kraken
-R:740:0x0D/0x7E
-
-# Great Ice Wyrm
-R:741:0x01/0x84
-
-# Demilich
-R:742:0x0F/0x8C
-
-# The Phoenix
-R:743:0x04/0x82
-
-# Nightcrawler
-R:744:0x08/0x97
-
-# Lord of Change
-R:745:0x0A/0x95
-
-# Keeper of Secrets
-R:746:0x0D/0x88
-
-# Shudde M'ell
-R:747:0x02/0xB1
-
-# Hand druj
-R:748:0x0B/0xAD
-
-# Eye druj
-R:749:0x04/0xAD
-
-# Skull druj
-R:750:0x03/0xAD
-
-# Chaos vortex
-R:751:0x0A/0xB0
-
-# Aether vortex
-R:752:0x0A/0xB0
-
-# Nidhogg, the Hel-Drake
-R:753:0x08/0x84
-
-# The Lernaean Hydra
-R:754:0x0A/0x8D
-
-# Thuringwethil, the Vampire Messenger
-R:755:0x0A/0x96
-
-# Great Hell Wyrm
-R:756:0x04/0x84
-
-# Hastur the Unspeakable
-R:757:0x06/0x88
-
-# Bloodthirster
-R:758:0x04/0x95
-
-# Draconic quylthulg
-R:759:0x05/0x91
-
-# Nyogtha, the Thing that Should not Be
-R:760:0x08/0xA4
-
-# Ahtu, Avatar of Nyarlathotep
-R:761:0x08/0xBC
-
-# Fundin Bluecloak
-R:762:0x0E/0xA2
-
-# Bile Demon
-R:763:0x0C/0x95
-
-# Uriel, Angel of Fire
-R:764:0x0C/0x81
-
-# Azriel, Angel of Death
-R:765:0x08/0x81
-
-# Ancalagon the Black
-R:766:0x08/0x84
-
-# Daoloth, the Render of the Veils
-R:767:0x02/0x95
-
-# Nightwalker
-R:768:0x08/0x97
-
-# Gabriel, the Messenger
-R:769:0x01/0x81
-
-# Artsi, the Champion of Chaos
-R:770:0x0A/0xA2
-
-# Saruman of Many Colours
-R:771:0x0A/0xAA
-
-# Harowen the Black Hand
-R:772:0x0E/0xAA
-
-# Osyluth
-R:773:0x09/0x95
-
-# Dreadlord
-R:774:0x04/0x87
-
-# Greater kraken
-R:775:0x0D/0x7E
-
-# Archlich
-R:776:0x0E/0x8C
-
-# The Cat Lord
-R:777:0x0A/0xA0
-
-# Jabberwock
-R:778:0x0A/0x88
-
-# Chaos hound
-R:779:0x0A/0x9A
-
-# Vlad Dracula, Prince of Darkness
-R:780:0x08/0x96
-
-# Beholder hive-mother
-R:781:0x0B/0x9F
-
-# Leviathan
-R:782:0x0A/0x7E
-
-# Great Wyrm of Chaos
-R:783:0x0A/0x84
-
-# Great Wyrm of Law
-R:784:0x0E/0x84
-
-# Great Wyrm of Balance
-R:785:0x0A/0x84
-
-# Shambler
-R:786:0x09/0x85
-
-# Gelugon
-R:787:0x01/0x95
-
-# Glaaki
-R:788:0x0A/0x7E
-
-# Trone, the Rebel Thunderlord
-R:789:0x08/0x82
-
-# Great Wyrm of Many Colours
-R:790:0x0A/0x84
-
-# Marda, rider of gold Laronth
-R:791:0x0B/0x82
-
-# Tselakus, the Dreadlord
-R:792:0x0C/0x87
-
-# Sky Drake
-R:793:0x0E/0x84
-
-# Eilinel the Entrapped
-R:794:0x08/0xAA
-
-# Horned Reaper
-R:795:0x0E/0x95
-
-# The Norsa
-R:796:0x0E/0x88
-
-# Rhan-Tegoth
-R:797:0x06/0x93
-
-# Black reaver
-R:798:0x08/0x8C
-
-# Master mindcrafter
-R:799:0x0B/0xAA
-
-# Greater demonic quylthulg
-R:800:0x0C/0x91
-
-# Greater draconic quylthulg
-R:801:0x0D/0x91
-
-# Greater rotting quylthulg
-R:802:0x0F/0x91
-
-# Null, the Living Void
-R:803:0x00/0xB5
-
-# Feagwath, the Undead Sorcerer
-R:804:0x0B/0x8C
-
-# Omarax the Eye Tyrant
-R:805:0x0A/0x9F
-
-# Tsathoggua, the Sleeper of N'kai
-R:806:0x08/0x92
-
-# Greater Balrog
-R:807:0x0A/0x95
-
-# Ungoliant, the Unlight
-R:808:0x08/0x93
-
-# Atlach-Nacha, the Spider God
-R:809:0x08/0x93
-
-# Y'golonac
-R:810:0x0C/0x88
-
-# Aether hound
-R:811:0x0A/0x9A
-
-# Pit Fiend
-R:812:0x03/0x95
-
-# The Serpent of Chaos
-R:813:0x0A/0x8A
-
-# Yig, Father of Serpents
-R:814:0x06/0x8A
-
-# Unmaker
-R:815:0x0A/0x85
-
-# Cyberdemon
-R:816:0x07/0x95
-
-# Hela, Queen of the Dead
-R:817:0x0D/0xAA
-
-# The Mouth of Sauron
-R:818:0x0A/0xAA
-
-# The Necromancer of Dol Guldur
-R:819:0x0A/0xAA
-
-# Lisa, rider of gold Romth
-R:820:0x0B/0x82
-
-# Master quylthulg
-R:821:0x0E/0x91
-
-# Qlzqqlzuup, the Lord of Flesh
-R:822:0x0A/0x91
-
-# Cthugha, the Living Flame
-R:823:0x0C/0x85
-
-# Flare, rider of bronze Moonth
-R:824:0x0F/0x82
-
-# Maeglin, the Traitor of Gondolin
-R:825:0x08/0xA2
-
-# Cyaegha
-R:826:0x0D/0x9F
-
-# Pazuzu, Lord of Air
-R:827:0x06/0x95
-
-# Ithaqua the Windwalker
-R:828:0x0E/0x99
-
-# Greater Hellhound
-R:829:0x04/0x83
-
-# Cantoras, the Skeletal Lord
-R:830:0x0A/0xAD
-
-# Mephistopheles, Lord of Hell
-R:831:0x04/0x95
-
-# Godzilla
-R:832:0x0A/0x92
-
-# Abhoth, Source of Uncleanness
-R:833:0x0D/0xA4
-
-# Ymir, the Ice Giant
-R:834:0x01/0x90
-
-# Loki, the Trickster
-R:835:0x08/0x90
-
-# Star-spawn of Cthulhu
-R:836:0x0D/0x95
-
-# Surtur, the Fire Giant
-R:837:0x04/0x90
-
-# The Tarrasque
-R:838:0x0A/0x92
-
-# Lungorthin, the Balrog of White Fire
-R:839:0x0A/0x95
-
-# Draugluin, Sire of All Werewolves
-R:840:0x0A/0x83
-
-# Shuma-Gorath
-R:841:0x0D/0x9F
-
-# Tulzscha, the Green Flame
-R:842:0x0D/0x85
-
-# Oremorj, the Cyberdemon Lord
-R:843:0x07/0x95
-
-# Vecna, the Emperor Lich
-R:844:0x0A/0x8C
-
-# Yog-Sothoth, the All-in-One
-R:845:0x0A/0xA4
-
-# Fenris Wolf
-R:846:0x08/0x83
-
-# Great Wyrm of Power
-R:847:0x0A/0x84
-
-# Shub-Niggurath, Black Goat of the Woods
-R:848:0x08/0x95
-
-# Nodens, Lord of the Great Abyss
-R:849:0x09/0x90
-
-# Carcharoth, the Jaws of Thirst
-R:850:0x08/0x83
-
-# Nyarlathotep, the Crawling Chaos
-R:851:0x04/0x95
-
-# Azathoth, the Daemon Sultan
-R:852:0x0E/0x85
-
-# Huan, Wolfhound of the Valar
-R:853:0x09/0x83
-
-# Jormungand the Midgard Serpent
-R:854:0x0A/0x8A
-
-# The Destroyer
-R:855:0x0A/0xA1
-
-# Gothmog, the High Captain of Balrogs
-R:856:0x0A/0x95
-
-# Great Cthulhu
-R:857:0x05/0x95
-
-# Sarko, rider of gold Foronth
-R:858:0x0B/0x82
-
-# The Unicorn of Order
-R:859:0x01/0xAB
-
-# Sauron, the Sorcerer
-R:860:0x0A/0xAA
-
-# DarkGod, the Mighty Coder of Hell
-R:861:0x0E/0x90
-
-# Morgoth, Lord of Darkness
-R:862:0x08/0x90
-
-# Human Warrior
-R:863:0x07/0xAA
-
-# Elven archer
-R:864:0x09/0xA2
-
-# Dwarven warrior
-R:865:0x0F/0xA2
-
-# Elite uruk
-R:866:0x01/0xA9
-
-# The Philosophy Teacher
-R:867:0x04/0xAA
-
-# The Variant Maintainer
-R:868:0x0E/0xAA
-
-# Random Number Generator
-R:869:0x06/0x89
-
-# Rocket mine
-R:870:0x0C/0xB5
-
-# Bouncing mine
-R:871:0x0E/0xB5
-
-# Durin's Bane
-R:872:0x0A/0x95
-
-# The Icky Queen
-R:873:0x0A/0xA3
-
-# Rot jelly
-R:874:0x07/0xA4
-
-# Death
-R:875:0x08/0x87
-
-# Famine
-R:876:0x0F/0x87
-
-# Pestilence
-R:877:0x0D/0x87
-
-# War
-R:878:0x04/0x87
-
-# Pike
-R:879:0x02/0x7E
-
-# Electric eel
-R:880:0x0E/0x8A
-
-# Giant crayfish
-R:881:0x0C/0x7E
-
-# Mermaid
-R:882:0x0D/0xA2
-
-# Box jellyfish
-R:883:0x0E/0x7E
-
-# Giant piranha
-R:884:0x05/0x7E
-
-# Piranha
-R:885:0x05/0x7E
-
-# Bullywug
-R:886:0x05/0xA2
-
-# Bullywug warrior
-R:887:0x05/0xA2
-
-# Bullywug shaman
-R:888:0x05/0xA2
-
-# Whale
-R:889:0x0D/0x7E
-
-# Sand mite
-R:890:0x0E/0x7E
-
-# Octopus
-R:891:0x05/0x7E
-
-# Giant octopus
-R:892:0x05/0x7E
-
-# Eye of the deep
-R:893:0x06/0x9F
-
-# Murk dweller
-R:894:0x02/0x93
-
-# Drowned soul
-R:895:0x0E/0x87
-
-# Tiger shark
-R:896:0x05/0x7E
-
-# Hammerhead shark
-R:897:0x05/0x7E
-
-# Great white shark
-R:898:0x01/0x7E
-
-# Aquatic golem
-R:899:0x06/0xA1
-
-# Aquatic kobold
-R:900:0x0E/0xA5
-
-# White shark
-R:901:0x09/0x7E
-
-# Scrag
-R:902:0x0E/0x94
-
-# Jaws
-R:903:0x01/0x7E
-
-# Aquatic elf
-R:904:0x06/0xA2
-
-# Aquatic elven warrior
-R:905:0x06/0xA2
-
-# Aquatic elven shaman
-R:906:0x06/0xA2
-
-# Stargazer
-R:907:0x0B/0x7E
-
-# Elder stargazer
-R:908:0x0B/0x7E
-
-# Flounder
-R:909:0x02/0x7E
-
-# Giant turtle
-R:910:0x0D/0x92
-
-# Baby dragon turtle
-R:911:0x09/0x9E
-
-# Young dragon turtle
-R:912:0x09/0x9E
-
-# Mature dragon turtle
-R:913:0x09/0x9E
-
-# Ancient dragon turtle
-R:914:0x09/0x84
-
-# Fastitocalon
-R:915:0x05/0x84
-
-# Undead stargazer
-R:916:0x0B/0x7E
-
-# Killer whale
-R:917:0x01/0x7E
-
-# Merrow
-R:918:0x0E/0x8F
-
-# Water naga
-R:919:0x0E/0xA8
-
-# Devilfish
-R:920:0x02/0x7E
-
-# Undead devilfish
-R:921:0x08/0x7E
-
-# Moby Dick, the White Whale
-R:922:0x01/0x7E
-
-# Aquatic hound
-R:923:0x0E/0x9A
-
-# Water demon
-R:924:0x0E/0x95
-
-# Ixitxachitl
-R:925:0x02/0x7E
-
-# Ixitxachitl priest
-R:926:0x02/0x7E
-
-# Vampiric ixitxachitl
-R:927:0x08/0x7E
-
-# Mathilde, the Science Student
-R:928:0x0B/0xA2
-
-# Child spirit
-R:929:0x09/0x87
-
-# Young spirit
-R:930:0x09/0x87
-
-# Mature spirit
-R:931:0x09/0x87
-
-# Experienced spirit
-R:932:0x09/0x87
-
-# Wise spirit
-R:933:0x09/0x87
-
-# Fangorn the Treebeard, Lord of the Ents
-R:934:0x0D/0xCC
-
-# Gandalf the Grey
-R:935:0x02/0xAA
-
-# Nar, the Dwarf
-R:936:0x0B/0xA2
-
-# Novice mindcrafter
-R:937:0x0B/0xAA
-
-# Great Swamp Wyrm
-R:938:0x05/0x84
-
-# Great Bile Wyrm
-R:939:0x02/0x84
-
-# Blue Firebird
-R:940:0x0E/0x82
-
-# Green Firebird
-R:941:0x0D/0x82
-
-# Brown Firebird
-R:942:0x07/0x82
-
-# Bronze Firebird
-R:943:0x0F/0x82
-
-# Gold Firebird
-R:944:0x0B/0x82
-
-# High-elven ranger
-R:945:0x0D/0xA2
-
-# Uvatha the Horseman
-R:946:0x08/0x97
-
-# Adunaphel the Quiet
-R:947:0x08/0x97
-
-# Akhorahil the Blind
-R:948:0x08/0x97
-
-# Ren the Unclean
-R:949:0x08/0x97
-
-# Ji Indur Dawndeath
-R:950:0x08/0x97
-
-# Dwar, Dog Lord of Waw
-R:951:0x08/0x97
-
-# Hoarmurath of Dir
-R:952:0x08/0x97
-
-# Khamul, the Black Easterling
-R:953:0x08/0x97
-
-# The Witch-King of Angmar
-R:954:0x08/0x97
-
-# Green Thunderlord
-R:955:0x05/0x82
-
-# Blue Thunderlord
-R:956:0x06/0x82
-
-# Brown Thunderlord
-R:957:0x07/0x82
-
-# Bronze Thunderlord
-R:958:0x0F/0x82
-
-# Gold Thunderlord
-R:959:0x0B/0x82
-
-# Blood Sprout
-R:960:0x05/0xEE
-
-# Gorlim, Betrayer of Barahir
-R:961:0x02/0xAA
-
-# The Blubbering idiot, agent of black market, Simon the weak
-R:962:0x09/0xAE
-
-# Aranea
-R:963:0x04/0x93
-
-# Elder aranea
-R:964:0x0A/0x93
-
-# Giant brown tick
-R:965:0x07/0x93
-
-# Wavelord
-R:966:0x06/0xAA
-
-# Novice possessor (soul)
-R:967:0x08/0x87
-
-# Bat of Gorgoroth
-R:968:0x05/0x9C
-
-# The Princess
-R:969:0x0B/0xAA
-
-# Merton Proudfoot, the lost hobbit
-R:970:0x0A/0xA2
-
-# The Wight-King of the Barrow-downs
-R:971:0x0A/0x97
-
-# Adventurer
-R:972:0x0F/0x80
-
-# Experienced possessor (soul)
-R:973:0x08/0x87
-
-# Old possessor (soul)
-R:974:0x08/0x87
-
-# Death orb
-R:975:0x08/0x85
-
-# Bronze dragon worm
-R:976:0x0F/0xB1
-
-# Gold dragon worm
-R:977:0x0B/0xB1
-
-# Moldoux, the Defenceless Mold
-R:978:0x0A/0xA7
-
-# The Physics Teacher
-R:979:0x01/0xAA
-
-# Ar-Pharazon the Golden
-R:980:0x0B/0xAA
-
-# Doppelganger
-R:981:0x01/0x80
-
-# Marylene, Heartbreakeress of the Netherworld
-R:982:0x09/0x90
-
-# The Greater Lag Monster
-R:983:0x0A/0x95
-
-# Hrungnir, the Stone Giant
-R:984:0x09/0x90
-
-# Bullroarer the Hobbit
-R:985:0x0F/0xA2
-
-# 3-headed hydra
-R:986:0x03/0x8D
-
-# Uldor the Accursed
-R:987:0x0F/0xAA
-
-# Mystic
-R:988:0x03/0xAA
-
-# Elder vampire
-R:989:0x04/0x96
-
-# Ulfang the Black
-R:990:0x0F/0xAA
-
-# Demonologist
-R:991:0x0C/0xAA
-
-# Hezrou
-R:992:0x05/0x95
-
-# Glabrezu
-R:993:0x0F/0x95
-
-# Nalfeshnee
-R:994:0x04/0x95
-
-# Marilith
-R:995:0x0B/0x95
-
-# Lesser Balrog
-R:996:0x0A/0x95
-
-# Master mystic
-R:997:0x03/0xAA
-
-# Grand master mystic
-R:998:0x03/0xAA
-
-# Erinyes
-R:999:0x07/0x95
-
-# Novice mindcrafter
-R:1000:0x0B/0xAA
-
-# Polyphemus, the Blind Cyclops
-R:1001:0x05/0x90
-
-# Great Wyrm of Perplexity
-R:1002:0x0F/0x84
-
-# Hound of Tindalos
-R:1003:0x02/0x9A
-
-# Great Wyrm of Thunder
-R:1004:0x0B/0x84
-
-# Silver mouse
-R:1005:0x09/0xAC
-
-# The Rat King
-R:1006:0x0A/0xAC
-
-# Vort the Kobold Queen
-R:1007:0x0A/0xA5
-
-# Giant black louse
-R:1008:0x08/0x89
-
-# Fire Phantom
-R:1009:0x04/0x87
-
-# The Insane Player
-R:1010:0x0A/0xAA
-
-# Glaryssa, Succubus Queen
-R:1011:0x09/0x95
-
-# Vermicious Knid
-R:1012:0x02/0xA4
-
-# Bone golem
-R:1013:0x01/0xA1
-
-# Snake of Yig
-R:1014:0x06/0x8A
-
-# Bronze golem
-R:1015:0x03/0xA1
-
-# Dimensional shambler
-R:1016:0x0E/0xA2
-
-# Cultist
-R:1017:0x0D/0xAA
-
-# Cult leader
-R:1018:0x0D/0xAA
-
-# Servitor of the outer gods
-R:1019:0x0B/0x88
-
-# Avatar of Nyarlathotep
-R:1020:0x0C/0xAA
-
-# Thiazi, the Storm Giant
-R:1021:0x0E/0x90
-
-# Hypnos, Lord of Sleep
-R:1022:0x0D/0xAA
-
-# Blue dragon worm
-R:1023:0x0E/0xB1
-
-# White dragon worm
-R:1024:0x09/0xB1
-
-# Green dragon worm
-R:1025:0x0D/0xB1
-
-# Black dragon worm
-R:1026:0x02/0xB1
-
-# Red dragon worm
-R:1027:0x0C/0xB1
-
-# Multi-hued dragon worm
-R:1028:0x0A/0xB1
-
-# The Minotaur of the Labyrinth
-R:1029:0x02/0x88
-
-# The Sandworm Queen
-R:1030:0x0A/0xB1
-
-# Sandworm
-R:1031:0x0B/0xB1
-
-# Tik'srvzllat
-R:1032:0x0A/0x87
-
-# The Glass Golem
-R:1033:0x09/0xBC
-
-# The White Balrog
-R:1034:0x09/0x95
-
-# Golgarach, the Living Rock
-R:1035:0x09/0xBC
-
-# Atlas, the Titan
-R:1036:0x02/0x90
-
-# Kronos, Lord of the Titans
-R:1037:0x0A/0x90
-
-# Water hound
-R:1038:0x04/0x9A
-
-# Improv, the mighty MoLD
-R:1039:0x0A/0xA7
-
-# Emperor Mimic
-R:1040:0x0B/0xA7
-
-# Melinda Proudfoot
-R:1041:0x0A/0xA2
-
-# Thrain, the King Under the Mountain
-R:1042:0x0E/0xA2
-
-# Fire golem
-R:1043:0x04/0xA1
-
-# Melkor, Lord of Darkness
-R:1044:0x0A/0x87
-
-# Spirit
-R:1045:0x0A/0x87
-
-# Spirit
-R:1046:0x0E/0x87
-
-# Spirit
-R:1047:0x0E/0x87
-
-# Spirit
-R:1048:0x0A/0x87
-
-# Spirit
-R:1049:0x0F/0x87
-
-# Spirit
-R:1050:0x0A/0x87
-
-# Spirit
-R:1051:0x05/0x87
-
-# Spirit
-R:1052:0x0A/0x87
-
-# Spirit
-R:1053:0x09/0xB5
-
-# Spirit
-R:1054:0x05/0x87
-
-# Spirit
-R:1055:0x09/0x87
-
-# Spirit
-R:1056:0x00/0x87
-
-# Spirit
-R:1057:0x07/0x87
-
-# Spirit
-R:1058:0x04/0x87
-
-# Spirit
-R:1059:0x0D/0x87
-
-# Spirit
-R:1060:0x09/0x87
-
-# Spirit
-R:1061:0x02/0x87
-
-# Spirit
-R:1062:0x06/0x87
-
-# Spirit
-R:1063:0x04/0x87
-
-# Spirit
-R:1064:0x01/0x87
-
-# Spirit
-R:1065:0x02/0x87
-
-# Spirit
-R:1066:0x06/0x87
-
-# Spirit
-R:1067:0x0A/0x87
-
-# Spirit
-R:1068:0x00/0x87
-
-# Spirit
-R:1069:0x09/0x87
-
-# Spirit
-R:1070:0x0A/0x87
-
-# Spirit
-R:1071:0x0D/0x87
-
-# Spirit
-R:1072:0x0B/0x87
-
-# Spirit
-R:1073:0x08/0x87
-
-# Spirit
-R:1074:0x03/0x87
-
-# Spirit
-R:1075:0x0A/0x87
-
-
diff --git a/lib/mods/theme/pref/graf-iso.prf b/lib/mods/theme/pref/graf-iso.prf
deleted file mode 100644
index eaf26901..00000000
--- a/lib/mods/theme/pref/graf-iso.prf
+++ /dev/null
@@ -1,5963 +0,0 @@
-# File: graf-iso.prf
-
-#
-# This file defines special attr/char mappings for use in "graphics" mode
-# with the isometric view.
-#
-# By Hansjoerg Malthaner < hansjoerg.malthaner@gmx.de >
-#
-# See "lib/help/command.txt" and "src/files.c" for more information.
-#
-
-
-# Scrolls (?)
-S:0xD0:0x80/0xBF
-S:0xD1:0x80/0xBF
-S:0xD2:0x80/0xBF
-S:0xD3:0x80/0xBF
-S:0xD4:0x80/0xBF
-S:0xD5:0x80/0xBF
-S:0xD6:0x80/0xBF
-S:0xD7:0x80/0xBF
-S:0xD8:0x80/0xBF
-S:0xD9:0x80/0xBF
-S:0xDA:0x80/0xBF
-S:0xDB:0x80/0xBF
-S:0xDC:0x80/0xBF
-S:0xDD:0x80/0xBF
-S:0xDE:0x80/0xBF
-S:0xDF:0x80/0xBF
-
-# Potions (!)
-S:0xE0:0x81/0x68
-S:0xE1:0x81/0x69
-S:0xE2:0x81/0x6A
-S:0xE3:0x81/0x6B
-S:0xE4:0x81/0x6C
-S:0xE5:0x81/0x6D
-S:0xE6:0x81/0x6E
-S:0xE7:0x81/0x6F
-S:0xE8:0x81/0x68
-S:0xE9:0x81/0x69
-S:0xEA:0x81/0x6A
-S:0xEB:0x81/0x6B
-S:0xEC:0x81/0x6C
-S:0xED:0x81/0x6D
-S:0xEE:0x81/0x6E
-S:0xEF:0x81/0x6F
-
-
-# Food (,)
-S:0xF0:0x90/0x92
-S:0xF1:0x90/0x92
-S:0xF2:0x90/0x92
-S:0xF3:0x90/0x92
-S:0xF4:0x90/0x92
-S:0xF5:0x90/0x92
-S:0xF6:0x90/0x92
-S:0xF7:0x90/0x92
-S:0xF8:0x90/0x92
-S:0xF9:0x90/0x92
-S:0xFA:0x90/0x92
-S:0xFB:0x90/0x92
-S:0xFC:0x90/0x92
-S:0xFD:0x90/0x92
-S:0xFE:0x90/0x92
-S:0xFF:0x90/0x92
-
-
-# Spells (*)
-S:48:0x82/0x60
-S:49:0x82/0x61
-S:50:0x82/0x62
-S:51:0x82/0x63
-S:52:0x82/0x64
-S:53:0x82/0x65
-S:54:0x82/0x66
-S:55:0x82/0x67
-S:56:0x82/0x60
-S:57:0x82/0x61
-S:58:0x82/0x62
-S:59:0x82/0x63
-S:60:0x82/0x64
-S:61:0x82/0x65
-S:62:0x82/0x66
-S:63:0x82/0x67
-
-# Spells (|)
-S:64:0x82/0x40
-S:65:0x82/0x44
-S:66:0x82/0x48
-S:67:0x82/0x4C
-S:68:0x82/0x50
-S:69:0x82/0x54
-S:70:0x82/0x58
-S:71:0x82/0x5C
-S:72:0x82/0x40
-S:73:0x82/0x44
-S:74:0x82/0x48
-S:75:0x82/0x4C
-S:76:0x82/0x50
-S:77:0x82/0x54
-S:78:0x82/0x58
-S:79:0x82/0x5C
-
-# Spells (-)
-S:80:0x82/0x41
-S:81:0x82/0x45
-S:82:0x82/0x49
-S:83:0x82/0x4D
-S:84:0x82/0x51
-S:85:0x82/0x55
-S:86:0x82/0x59
-S:87:0x82/0x5D
-S:88:0x82/0x41
-S:89:0x82/0x45
-S:90:0x82/0x49
-S:91:0x82/0x4D
-S:92:0x82/0x51
-S:93:0x82/0x55
-S:94:0x82/0x59
-S:95:0x82/0x5D
-
-# Spells (/)
-S:96:0x82/0x42
-S:97:0x82/0x46
-S:98:0x82/0x4A
-S:99:0x82/0x4E
-S:100:0x82/0x52
-S:101:0x82/0x56
-S:102:0x82/0x5A
-S:103:0x82/0x5D
-S:104:0x82/0x42
-S:105:0x82/0x46
-S:106:0x82/0x4A
-S:107:0x82/0x4D
-S:108:0x82/0x52
-S:109:0x82/0x56
-S:110:0x82/0x5A
-S:111:0x82/0x5D
-
-# Spells (\)
-S:112:0x82/0x43
-S:113:0x82/0x47
-S:114:0x82/0x4B
-S:115:0x82/0x4F
-S:116:0x82/0x53
-S:117:0x82/0x57
-S:118:0x82/0x5B
-S:119:0x82/0x5F
-S:120:0x82/0x43
-S:121:0x82/0x47
-S:122:0x82/0x4B
-S:123:0x82/0x4F
-S:124:0x82/0x53
-S:125:0x82/0x57
-S:126:0x82/0x5B
-S:127:0x82/0x5F
-
-
-# Feature attr/char definitions
-
-# nothing
-F:0:0x80:0xA0
-
-# open floor
-F:1:0x82:0xBC
-
-# fountain
-F:2:0x81:0x8D
-
-# glyph of warding
-F:3:0x80:0xBB
-
-# open door
-F:4:0x80:0xA7
-
-# broken door
-F:5:0x80:0xA7
-
-# up staircase
-F:6:0x80:0xBC
-
-# down staircase
-F:7:0x80:0xBE
-
-# quest entrance
-F:8:0x80:0xBE
-
-# quest exit
-F:9:0x80:0xBC
-
-# quest down level
-F:10:0x80:0xBE
-
-# quest up level
-F:11:0x80:0xBC
-
-# town exit
-F:12:0x80:0xBE
-
-# shaft down
-F:13:0x80:0xBE
-
-# shaft up
-F:14:0x80:0xBC
-
-# fountain
-F:15:0x81:0x8D
-
-# door
-F:32:0x80:0xAB
-
-# locked door
-F:33:0x80:0xAB
-
-# locked door
-F:34:0x80:0xAB
-
-# locked door
-F:35:0x80:0xAB
-
-# locked door
-F:36:0x80:0xAB
-
-# locked door
-F:37:0x80:0xAB
-
-# locked door
-F:38:0x80:0xAB
-
-# locked door
-F:39:0x80:0xAB
-
-# jammed door
-F:40:0x80:0xAB
-
-# jammed door
-F:41:0x80:0xAB
-
-# jammed door
-F:42:0x80:0xAB
-
-# jammed door
-F:43:0x80:0xAB
-
-# jammed door
-F:44:0x80:0xAB
-
-# jammed door
-F:45:0x80:0xAB
-
-# jammed door
-F:46:0x80:0xAB
-
-# jammed door
-F:47:0x80:0xAB
-
-# secret door
-F:48:0x80:0xA3
-
-# pile of rubble
-F:49:0x80:0xBA
-
-# magma vein
-F:50:0x80:0xA5
-
-# quartz vein
-F:51:0x81:0xF3
-
-# magma vein
-F:52:0x81:0xF3
-
-# quartz vein
-F:53:0x81:0xF3
-
-# magma vein with treasure
-F:54:0x80:0xAA
-
-# quartz vein with treasure
-F:55:0x80:0xAA
-
-# granite wall
-F:56:0x81:0xF0
-
-# granite wall
-F:57:0x81:0xF0
-
-# granite wall
-F:58:0x81:0xF0
-
-# granite wall
-F:59:0x81:0xF0
-
-# permanent wall
-F:60:0x81:0xF3
-
-# permanent wall
-F:61:0x81:0xF3
-
-# permanent wall
-F:62:0x81:0xF3
-
-# permanent wall
-F:63:0x81:0xF3
-
-# explosive rune
-F:64:0x80:0xAA
-
-# Straight Road startpoint
-F:65:0x80:0xAA
-
-# section of the Straight Road
-F:66:0x80:0xAA
-
-# section of the Straight Road
-F:67:0x80:0xAA
-
-# section of the Straight Road
-F:68:0x80:0xAA
-
-# section of the Straight Road
-F:69:0x80:0xAA
-
-# section of the Straight Road
-F:70:0x80:0xAA
-
-# section of the Straight Road (discharged)
-F:71:0x80:0xAA
-
-# Straight Road exit
-F:72:0x80:0xAA
-
-# corrupted section of the Straight Road
-F:73:0x80:0xAA
-
-# General Store
-B:0:0x80:0xB0
-
-# Armoury
-B:1:0x80:0xB1
-
-# Weapon Smiths
-B:2:0x80:0xB2
-
-# Temple
-B:3:0x80:0xB3
-
-# Alchemy Shop
-B:4:0x80:0xB4
-
-# Magic Shop
-B:5:0x80:0xB5
-
-# Black Market
-B:6:0x80:0xB6
-
-# Home
-B:7:0x80:0xB7
-
-# Bookstore
-B:8:0x80:0xB8
-
-# Pet shop
-B:9:0x80:0xAB
-
-# Mayors office
-B:10:0x80:0xAB
-
-# Inn
-B:11:0x80:0xAB
-
-# The Soothsayer
-B:12:0x80:0xAB
-
-# The library
-B:13:0x80:0xAB
-
-B:14:0x80:0xAB
-B:15:0x80:0xAB
-B:16:0x80:0xAB
-B:17:0x80:0xAB
-B:18:0x80:0xAB
-B:19:0x80:0xAB
-B:20:0x80:0xAB
-B:21:0x80:0xAB
-B:22:0x80:0xAB
-B:23:0x80:0xAB
-B:24:0x80:0xAB
-B:25:0x80:0xAB
-B:26:0x80:0xAB
-B:27:0x80:0xAB
-B:28:0x80:0xAB
-B:29:0x80:0xAB
-B:30:0x80:0xAB
-B:31:0x80:0xAB
-B:32:0x80:0xAB
-B:33:0x80:0xAB
-B:34:0x80:0xAB
-B:35:0x80:0xAB
-B:36:0x80:0xAB
-B:37:0x80:0xAB
-
-# Building
-F:74:0x80:0xB1
-
-# permanent wall
-F:75:0x80:0xA3
-
-# permanent wall
-F:76:0x80:0xA3
-
-# permanent wall
-F:77:0x80:0xA3
-
-# permanent wall
-F:78:0x80:0xA3
-
-# Deep water
-F:83:0xCB:0x81
-
-# stream of shallow water
-F:84:0x82:0xEB
-
-# pool of deep lava
-F:85:0x80:0xA3
-
-# stream of shallow lava
-F:86:0x80:0xA3
-
-# dark pit
-F:87:0x83:0x8B
-
-# dirt
-F:88:0x82:0xF3
-
-# patch of grass
-F:89:0x82:0xE8
-
-# ice
-F:90:0x80:0xAE
-
-# sand
-F:91:0x80:0xAE
-
-# dead tree
-F:92:0x80:0xA3
-
-# ash
-F:93:0x80:0xAE
-
-# mud
-F:94:0x80:0xAE
-
-# ice wall
-F:95:0x80:0x80
-
-# tree
-F:96:0x83:0x88
-
-# mountain chain
-F:97:0x81:0x9D
-
-# sandwall
-F:98:0x80:0xA3
-
-# sandwall
-F:99:0x80:0xA5
-
-# sandwall with treasure
-F:100:0x80:0xAA
-
-# high mountain chain
-F:101:0x80:0xDE
-
-# nether mist
-F:102:0x80:0x80
-
-# molten glass wall
-F:103:0x80:0xAE
-
-# Between gate
-F:160:0x81:0x8C
-
-# Altar of Forests
-F:161:0x81:0x94
-
-# Altar of Water
-F:162:0x81:0x94
-
-# Altar of Earth
-F:163:0x81:0x94
-
-# Altar of Darkness
-F:164:0x81:0x94
-
-# Altar of Moon
-F:165:0x81:0x94
-
-# Altar of Sun
-F:166:0x81:0x94
-
-# Altar of Rage
-F:167:0x81:0x94
-
-# Altar of Winds
-F:168:0x81:0x94
-
-# Altar of Stars
-F:169:0x81:0x94
-
-# Altar of Being
-F:170:0x81:0x94
-
-# Altar of Randomness
-F:171:0x81:0x94
-
-# pool of deep water
-F:187:0x82:0xF0
-
-# glass wall
-F:188:0x80:0xAE
-
-# illusion wall
-F:189:0x80:0xA3
-
-# Grass roof
-F:190:0x82:0xF6
-
-# grass roof top
-F:191:0x82:0xFE
-
-# grass roof chimney
-F:192:0x82:0xF7
-
-# brick roof
-F:193:0x82:0xEE
-
-# brick roof top
-F:194:0x82:0xEF
-
-# brick roof chimney
-F:195:0x80:0xA3
-
-# window
-F:196:0x80:0xA3
-
-# small window
-F:197:0x80:0xA3
-
-# rain barrel
-F:198:0x80:0xA3
-
-# grass with flowers
-F:199:0x82:0xF8
-
-# cobblestone road
-F:200:0x83:0x83
-
-# cobblestone with outlet
-F:201:0x80:0xAE
-
-# small tree
-F:202:0x80:0xA3
-
-# town
-F:203:0x80:0xAA
-
-
-
-
-
-
-
-# Object attr/char definitions
-
-# something
-K:0:0x80:0xA6
-
-# Blindness
-K:1:0x80:0xAC
-
-# Paranoia
-K:2:0x80:0xAC
-
-# Confusion
-K:3:0x80:0xAC
-
-# Hallucination
-K:4:0x80:0xAC
-
-# Cure Poison
-K:5:0x80:0xAC
-
-# Cure Blindness
-K:6:0x80:0xAC
-
-# Cure Paranoia
-K:7:0x80:0xAC
-
-# Cure Confusion
-K:8:0x80:0xAC
-
-# Weakness
-K:9:0x80:0xAC
-
-# Unhealth
-K:10:0x80:0xAC
-
-# Restore Constitution
-K:11:0x80:0xAC
-
-# Restoring
-K:12:0x80:0xAC
-
-# Stupidity
-K:13:0x80:0xAC
-
-# Naivety
-K:14:0x80:0xAC
-
-# Poison
-K:15:0x80:0xAC
-
-# Sickness
-K:16:0x80:0xAC
-
-# Paralysis
-K:17:0x80:0xAC
-
-# Restore Strength
-K:18:0x80:0xAC
-
-# Disease
-K:19:0x80:0xAC
-
-# Cure Serious Wounds
-K:20:0x80:0xAC
-
-# & Ration~ of Food
-K:21:0x80:0xAC
-
-# & Hard Biscuit~
-K:22:0x80:0xAC
-
-# & Strip~ of Venison
-K:23:0x80:0xAC
-
-# & Slime Mold~
-K:24:0x80:0xAC
-
-# & Piece~ of Elvish Waybread
-K:25:0x80:0xAC
-
-# & Pint~ of Fine Ale
-K:26:0x80:0xAC
-
-# & Pint~ of Fine Wine
-K:27:0x80:0xAC
-
-# & Mattock~
-K:28:0x80:0xDC
-
-# & No-dachi~
-K:29:0x80:0xFC
-
-# & Broken Dagger~
-K:30:0x80:0xFC
-
-# & Bastard Sword~
-K:31:0x80:0xFC
-
-# & Scimitar~
-K:32:0x80:0xFC
-
-# & Tulwar~
-K:33:0x80:0xFC
-
-# & Broad Sword~
-K:34:0x80:0xFC
-
-# & Short Sword~
-K:35:0x80:0xFC
-
-# & Blade~ of Chaos
-K:36:0x80:0xFC
-
-# & Two-Handed Sword~
-K:37:0x80:0xFC
-
-# & Main Gauche~
-K:38:0x80:0xFC
-
-# & Cutlass~
-K:39:0x80:0xFC
-
-# & Executioner's Sword~
-K:40:0x80:0xFC
-
-# & Katana~
-K:41:0x80:0xFC
-
-# & Long Sword~
-K:42:0x80:0xFC
-
-# & Dagger~
-K:43:0x80:0xFC
-
-# & Rapier~
-K:44:0x80:0xFC
-
-# & Sabre~
-K:45:0x80:0xFC
-
-# & Small Sword~
-K:46:0x80:0xFC
-
-# & Broken Sword~
-K:47:0x80:0xFC
-
-# & Ball-and-Chain~
-K:48:0x80:0xDC
-
-# & Whip~
-K:49:0x80:0xDC
-
-# & Flail~
-K:50:0x80:0xDC
-
-# & Two-Handed Flail~
-K:51:0x80:0xDC
-
-# & Morning Star~
-K:52:0x80:0xDC
-
-# & Mace~
-K:53:0x80:0xDC
-
-# & Quarterstaff~
-K:54:0x80:0xDC
-
-# & War Hammer~
-K:55:0x80:0xDC
-
-# & Lead-Filled Mace~
-K:56:0x80:0xDC
-
-# & Mace~ of Disruption
-K:57:0x80:0xDC
-
-# & Lucerne Hammer~
-K:58:0x80:0xDC
-
-# & Beaked Axe~
-K:59:0x80:0xAF
-
-# & Glaive~
-K:60:0x80:0xAF
-
-# & Halberd~
-K:61:0x80:0xAF
-
-# & Awl-Pike~
-K:62:0x80:0xAF
-
-# & Pike~
-K:63:0x80:0xAF
-
-# & Spear~
-K:64:0x80:0xAF
-
-# & Trident~
-K:65:0x80:0xAF
-
-# & Lance~
-K:66:0x80:0xAF
-
-# & Great Axe~
-K:67:0x80:0xAF
-
-# & Battle Axe~
-K:68:0x80:0xAF
-
-# & Lochaber Axe~
-K:69:0x80:0xAF
-
-# & Broad Axe~
-K:70:0x80:0xAF
-
-# & Scythe~
-K:71:0x80:0xAF
-
-# & Scythe~ of Slicing
-K:72:0x80:0xAF
-
-# & Short Bow~
-K:73:0x80:0xFD
-
-# & Long Bow~
-K:74:0x80:0xFD
-
-# & Light Crossbow~
-K:75:0x80:0xFD
-
-# & Heavy Crossbow~
-K:76:0x80:0xFD
-
-# & Sling~
-K:77:0x80:0xFD
-
-# & Arrow~
-K:78:0x80:0xFB
-
-# & Seeker Arrow~
-K:79:0x80:0xFB
-
-# & Bolt~
-K:80:0x80:0xFB
-
-# & Seeker Bolt~
-K:81:0x80:0xFB
-
-# & Rounded Pebble~
-K:82:0x81:0x93
-
-# & Iron Shot~
-K:83:0x80:0xFB
-
-# & Shovel~
-K:84:0x80:0xDC
-
-# & Gnomish Shovel~
-K:85:0x80:0xDC
-
-# & Dwarven Shovel~
-K:86:0x80:0xDC
-
-# & Pick~
-K:87:0x80:0xDC
-
-# & Orcish Pick~
-K:88:0x80:0xDC
-
-# & Dwarven Pick~
-K:89:0x80:0xDC
-
-# & Elven Cloak~
-K:90:0x80:0xA8
-
-# & Pair~ of Soft Leather Boots
-K:91:0x80:0xDD
-
-# & Pair~ of Hard Leather Boots
-K:92:0x80:0xDD
-
-# & Pair~ of Metal Shod Boots
-K:93:0x80:0xDD
-
-# & Hard Leather Cap~
-K:94:0x80:0xDD
-
-# & Metal Cap~
-K:95:0x80:0xDD
-
-# & Iron Helm~
-K:96:0x80:0xDD
-
-# & Steel Helm~
-K:97:0x80:0xDD
-
-# & Iron Crown~
-K:98:0x80:0xDD
-
-# & Golden Crown~
-K:99:0x80:0xDD
-
-# & Jewel Encrusted Crown~
-K:100:0x80:0xDD
-
-# & Robe~
-K:101:0x80:0xA8
-
-# & Filthy Rag~
-K:102:0x80:0xA8
-
-# Soft Leather Armour~
-K:103:0x80:0xA8
-
-# Soft Studded Leather~
-K:104:0x80:0xA8
-
-# Hard Leather Armour~
-K:105:0x80:0xA8
-
-# Hard Studded Leather~
-K:106:0x80:0xA8
-
-# Leather Scale Mail~
-K:107:0x80:0xA8
-
-# Metal Scale Mail~
-K:108:0x80:0xDB
-
-# Chain Mail~
-K:109:0x80:0xDB
-
-# Rusty Chain Mail~
-K:110:0x80:0xDB
-
-# Augmented Chain Mail~
-K:111:0x80:0xDB
-
-# Bar Chain Mail~
-K:112:0x80:0xDB
-
-# Metal Brigandine Armour~
-K:113:0x80:0xDB
-
-# Partial Plate Armour~
-K:114:0x80:0xDB
-
-# Metal Lamellar Armour~
-K:115:0x80:0xDB
-
-# Full Plate Armour~
-K:116:0x80:0xDB
-
-# Ribbed Plate Armour~
-K:117:0x80:0xDB
-
-# Adamantite Plate Mail~
-K:118:0x80:0xDB
-
-# Mithril Plate Mail~
-K:119:0x80:0xDB
-
-# Mithril Chain Mail~
-K:120:0x80:0xDB
-
-# Double Chain Mail~
-K:121:0x80:0xDB
-
-# & Shield~ of Deflection
-K:122:0x80:0xDB
-
-# & Cloak~
-K:123:0x80:0xA8
-
-# & Shadow Cloak~
-K:124:0x80:0xA8
-
-# & Set~ of Leather Gloves
-K:125:0x80:0xDD
-
-# & Set~ of Gauntlets
-K:126:0x80:0xDD
-
-# & Set~ of Cesti
-K:127:0x80:0xDD
-
-# & Small Leather Shield~
-K:128:0x80:0xA9
-
-# & Large Leather Shield~
-K:129:0x80:0xA9
-
-# & Small Metal Shield~
-K:130:0x80:0xA9
-
-# & Large Metal Shield~
-K:131:0x80:0xA9
-
-# Strength
-K:132:0x80:0xBD
-
-# Dexterity
-K:133:0x80:0xBD
-
-# Constitution
-K:134:0x80:0xBD
-
-# Intelligence
-K:135:0x80:0xBD
-
-# Speed
-K:136:0x80:0xBD
-
-# Searching
-K:137:0x80:0xBD
-
-# Teleportation
-K:138:0x80:0xBD
-
-# Slow Digestion
-K:139:0x80:0xBD
-
-# Resist Fire
-K:140:0x80:0xBD
-
-# Resist Cold
-K:141:0x80:0xBD
-
-# Levitation
-K:142:0x80:0xBD
-
-# Poison Resistance
-K:143:0x80:0xBD
-
-# Free Action
-K:144:0x80:0xBD
-
-# Weakness
-K:145:0x80:0xBD
-
-# Flames
-K:146:0x80:0xBD
-
-# Acid
-K:147:0x80:0xBD
-
-# Ice
-K:148:0x80:0xBD
-
-# Woe
-K:149:0x80:0xBD
-
-# Stupidity
-K:150:0x80:0xBD
-
-# Damage
-K:151:0x80:0xBD
-
-# Accuracy
-K:152:0x80:0xBD
-
-# Protection
-K:153:0x80:0xBD
-
-# Aggravate Monster
-K:154:0x80:0xBD
-
-# See Invisible
-K:155:0x80:0xBD
-
-# Sustain Strength
-K:156:0x80:0xBD
-
-# Sustain Intelligence
-K:157:0x80:0xBD
-
-# Sustain Wisdom
-K:158:0x80:0xBD
-
-# Sustain Constitution
-K:159:0x80:0xBD
-
-# Sustain Dexterity
-K:160:0x80:0xBD
-
-# Sustain Charisma
-K:161:0x80:0xBD
-
-# Slaying
-K:162:0x80:0xBD
-
-# Brilliance
-K:163:0x80:0xA2
-
-# Charisma
-K:164:0x80:0xA2
-
-# Searching
-K:165:0x80:0xA2
-
-# Teleportation
-K:166:0x80:0xA2
-
-# Slow Digestion
-K:167:0x80:0xA2
-
-# Resist Acid
-K:168:0x80:0xA2
-
-# Adornment
-K:169:0x80:0xA2
-
-# Double Ring Mail~
-K:170:0x80:0xDB
-
-# the Magi
-K:171:0x80:0xA2
-
-# DOOM
-K:172:0x80:0xA2
-
-# Enchant Weapon To-Hit
-K:173:0x80:0xBF
-
-# Enchant Weapon To-Dam
-K:174:0x80:0xBF
-
-# Enchant Armor
-K:175:0x80:0xBF
-
-# Identify
-K:176:0x80:0xBF
-
-# *Identify*
-K:177:0x80:0xBF
-
-# Rumour
-K:178:0x80:0xBF
-
-# Chaos
-K:179:0x80:0xBF
-
-# Remove Curse
-K:180:0x80:0xBF
-
-# Light
-K:181:0x80:0xBF
-
-# Fire
-K:182:0x80:0xBF
-
-# Ice
-K:183:0x80:0xBF
-
-# Summon Monster
-K:184:0x80:0xBF
-
-# Phase Door
-K:185:0x80:0xBF
-
-# Teleportation
-K:186:0x80:0xBF
-
-# Teleport Level
-K:187:0x80:0xBF
-
-# Monster Confusion
-K:188:0x80:0xBF
-
-# Magic Mapping
-K:189:0x80:0xBF
-
-# Rune of Protection
-K:190:0x80:0xBF
-
-# *Remove Curse*
-K:191:0x80:0xBF
-
-# Treasure Detection
-K:192:0x80:0xBF
-
-# Object Detection
-K:193:0x80:0xBF
-
-# Trap Detection
-K:194:0x80:0xBF
-
-# & Sheaf Arrow~
-K:195:0x80:0xFB
-
-# & Mithril Shot~
-K:196:0x80:0xFB
-
-# Door/Stair Location
-K:197:0x80:0xBF
-
-# Acquirement
-K:198:0x80:0xBF
-
-# *Acquirement*
-K:199:0x80:0xBF
-
-# Mass Genocide
-K:200:0x80:0xBF
-
-# Detect Invisible
-K:201:0x80:0xBF
-
-# Aggravate Monster
-K:202:0x80:0xBF
-
-# Trap Creation
-K:203:0x80:0xBF
-
-# Trap/Door Destruction
-K:204:0x80:0xBF
-
-# Artifact Creation
-K:205:0x80:0xBF
-
-# Recharging
-K:206:0x80:0xBF
-
-# Genocide
-K:207:0x80:0xBF
-
-# Darkness
-K:208:0x80:0xBF
-
-# Protection from Evil
-K:209:0x80:0xBF
-
-# Satisfy Hunger
-K:210:0x80:0xBF
-
-# Dispel Undead
-K:211:0x80:0xBF
-
-# *Enchant Weapon*
-K:212:0x80:0xBF
-
-# Curse Weapon
-K:213:0x80:0xBF
-
-# *Enchant Armor*
-K:214:0x80:0xBF
-
-# Curse Armor
-K:215:0x80:0xBF
-
-# Summon Undead
-K:216:0x80:0xBF
-
-# Blessing
-K:217:0x80:0xBF
-
-# Holy Chant
-K:218:0x80:0xBF
-
-# Holy Prayer
-K:219:0x80:0xBF
-
-# Word of Recall
-K:220:0x80:0xBF
-
-# *Destruction*
-K:221:0x80:0xBF
-
-# Slime Mold Juice
-K:222:0x80:0xA1
-
-# Apple Juice
-K:223:0x80:0xA1
-
-# Water
-K:224:0x80:0xA1
-
-# Strength
-K:225:0x80:0xA1
-
-# Weakness
-K:226:0x80:0xA1
-
-# Restore Strength
-K:227:0x80:0xA1
-
-# Intelligence
-K:228:0x80:0xA1
-
-# Stupidity
-K:229:0x80:0xA1
-
-# Restore Intelligence
-K:230:0x80:0xA1
-
-# Wisdom
-K:231:0x80:0xA1
-
-# Naivety
-K:232:0x80:0xA1
-
-# Restore Wisdom
-K:233:0x80:0xA1
-
-# Charisma
-K:234:0x80:0xA1
-
-# Ugliness
-K:235:0x80:0xA1
-
-# Restore Charisma
-K:236:0x80:0xA1
-
-# Curing
-K:237:0x80:0xA1
-
-# Invulnerability
-K:238:0x80:0xA1
-
-# New Life
-K:239:0x80:0xA1
-
-# Cure Serious Wounds
-K:240:0x80:0xA1
-
-# Cure Critical Wounds
-K:241:0x80:0xA1
-
-# Healing
-K:242:0x80:0xA1
-
-# Constitution
-K:243:0x80:0xA1
-
-# Experience
-K:244:0x80:0xA1
-
-# Sleep
-K:245:0x80:0xA1
-
-# Blindness
-K:246:0x80:0xA1
-
-# Booze
-K:247:0x80:0xA1
-
-# Poison
-K:248:0x80:0xA1
-
-# Speed
-K:249:0x80:0xA1
-
-# Slowness
-K:250:0x80:0xA1
-
-# Dexterity
-K:251:0x80:0xA1
-
-# Restore Dexterity
-K:252:0x80:0xA1
-
-# Restore Constitution
-K:253:0x80:0xA1
-
-# Lose Memories
-K:254:0x80:0xA1
-
-# Salt Water
-K:255:0x80:0xA1
-
-# Enlightenment
-K:256:0x80:0xA1
-
-# Heroism
-K:257:0x80:0xA1
-
-# Berserk Strength
-K:258:0x80:0xA1
-
-# Boldness
-K:259:0x80:0xA1
-
-# Restore Life Levels
-K:260:0x80:0xA1
-
-# Resist Heat
-K:261:0x80:0xA1
-
-# Resist Cold
-K:262:0x80:0xA1
-
-# Detect Invisible
-K:263:0x80:0xA1
-
-# Slow Poison
-K:264:0x80:0xA1
-
-# Neutralise Poison
-K:265:0x80:0xA1
-
-# Restore Mana
-K:266:0x80:0xA1
-
-# Infra-vision
-K:267:0x80:0xA1
-
-# Resistance
-K:268:0x80:0xA1
-
-# Light
-K:269:0x80:0xAD
-
-# Tame Monster
-K:270:0x80:0xAD
-
-# Frost Bolts
-K:271:0x80:0xAD
-
-# Fire Bolts
-K:272:0x80:0xAD
-
-# Stone to Mud
-K:273:0x80:0xAD
-
-# Polymorph
-K:274:0x80:0xAD
-
-# Heal Monster
-K:275:0x80:0xAD
-
-# Haste Monster
-K:276:0x80:0xAD
-
-# Slow Monster
-K:277:0x80:0xAD
-
-# Confuse Monster
-K:278:0x80:0xAD
-
-# Sleep Monster
-K:279:0x80:0xAD
-
-# Drain Life
-K:280:0x80:0xAD
-
-# Trap/Door Destruction
-K:281:0x80:0xAD
-
-# Magic Missile
-K:282:0x80:0xAD
-
-# Clone Monster
-K:283:0x80:0xAD
-
-# Scare Monster
-K:284:0x80:0xAD
-
-# Teleport Other
-K:285:0x80:0xAD
-
-# Disarming
-K:286:0x80:0xAD
-
-# Lightning Balls
-K:287:0x80:0xAD
-
-# Cold Balls
-K:288:0x80:0xAD
-
-# Fire Balls
-K:289:0x80:0xAD
-
-# Stinking Cloud
-K:290:0x80:0xAD
-
-# Acid Balls
-K:291:0x80:0xAD
-
-# Wonder
-K:292:0x80:0xAD
-
-# & Flight Arrow~
-K:293:0x80:0xFB
-
-# Acid Bolts
-K:294:0x80:0xAD
-
-# Dragon's Flame
-K:295:0x80:0xAD
-
-# Dragon's Frost
-K:296:0x80:0xAD
-
-# Dragon's Breath
-K:297:0x80:0xAD
-
-# Annihilation
-K:298:0x80:0xAD
-
-# Rockets
-K:299:0x80:0xAD
-
-# Trap Location
-K:300:0x80:0xDF
-
-# Treasure Location
-K:301:0x80:0xDF
-
-# Object Location
-K:302:0x80:0xDF
-
-# Teleportation
-K:303:0x80:0xDF
-
-# Earthquakes
-K:304:0x80:0xDF
-
-# Summoning
-K:305:0x80:0xDF
-
-# Light
-K:306:0x80:0xDF
-
-# *Destruction*
-K:307:0x80:0xDF
-
-# Starlight
-K:308:0x80:0xDF
-
-# Haste Monsters
-K:309:0x80:0xDF
-
-# Slow Monsters
-K:310:0x80:0xDF
-
-# Sleep Monsters
-K:311:0x80:0xDF
-
-# Cure Light Wounds
-K:312:0x80:0xDF
-
-# Detect Invisible
-K:313:0x80:0xDF
-
-# Speed
-K:314:0x80:0xDF
-
-# Slowness
-K:315:0x80:0xDF
-
-# Door/Stair Location
-K:316:0x80:0xDF
-
-# Remove Curse
-K:317:0x80:0xDF
-
-# Detect Evil
-K:318:0x80:0xDF
-
-# Curing
-K:319:0x80:0xDF
-
-# Dispel Evil
-K:320:0x80:0xDF
-
-# Probing
-K:321:0x80:0xDF
-
-# Darkness
-K:322:0x80:0xDF
-
-# Genocide
-K:323:0x80:0xDF
-
-# Power
-K:324:0x80:0xDF
-
-# the Magi
-K:325:0x80:0xDF
-
-# Perception
-K:326:0x80:0xDF
-
-# Holiness
-K:327:0x80:0xDF
-
-# Enlightenment
-K:328:0x80:0xDF
-
-# Healing
-K:329:0x80:0xDF
-
-# [Call of the West]
-K:330:0x80:0xBF
-
-# [Light of Valinor]
-K:331:0x80:0xBF
-
-# [Divine Mastery]
-K:332:0x80:0xBF
-
-# [Words of Power]
-K:333:0x80:0xBF
-
-# [Apprentice Handbook]
-K:334:0x80:0xBF
-
-# [Mystical Words]
-K:335:0x80:0xBF
-
-# [Arcane Chants]
-K:336:0x80:0xBF
-
-# [Locus of Force]
-K:337:0x80:0xBF
-
-# & Small wooden chest~
-K:338:0x80:0xFE
-
-# & Large wooden chest~
-K:339:0x80:0xFE
-
-# & Small iron chest~
-K:340:0x80:0xFE
-
-# & Large iron chest~
-K:341:0x80:0xFE
-
-# & Small steel chest~
-K:342:0x80:0xFE
-
-# & Large steel chest~
-K:343:0x80:0xFE
-
-# & Ruined chest~
-K:344:0x80:0xFE
-
-# & Iron Spike~
-K:345:0x81:0x91
-
-# & Wooden Torch~
-K:346:0x80:0xFE
-
-# & Brass Lantern~
-K:347:0x80:0xFE
-
-# & Flask~ of oil
-K:348:0x80:0xA1
-
-# & Empty Bottle~
-K:349:0x80:0xA1
-
-# Havoc
-K:350:0x80:0xAD
-
-# Door/Stair Location
-K:351:0x80:0xAD
-
-# Trap Location
-K:352:0x80:0xAD
-
-# Probing
-K:353:0x80:0xAD
-
-# Recall
-K:354:0x80:0xAD
-
-# Illumination
-K:355:0x80:0xAD
-
-# Light
-K:356:0x80:0xAD
-
-# Lightning Bolts
-K:357:0x80:0xAD
-
-# Frost Bolts
-K:358:0x80:0xAD
-
-# Fire Bolts
-K:359:0x80:0xAD
-
-# Polymorph
-K:360:0x80:0xAD
-
-# Slow Monster
-K:361:0x80:0xAD
-
-# Sleep Monster
-K:362:0x80:0xAD
-
-# Drain Life
-K:363:0x80:0xAD
-
-# Teleport Other
-K:364:0x80:0xAD
-
-# Disarming
-K:365:0x80:0xAD
-
-# Lightning Balls
-K:366:0x80:0xAD
-
-# Cold Balls
-K:367:0x80:0xAD
-
-# Fire Balls
-K:368:0x80:0xAD
-
-# Acid Balls
-K:369:0x80:0xAD
-
-# Acid Bolts
-K:370:0x80:0xAD
-
-# Enlightenment
-K:371:0x80:0xAD
-
-# Perception
-K:372:0x80:0xAD
-
-# Curing
-K:373:0x80:0xAD
-
-# Healing
-K:374:0x80:0xAD
-
-# Detection
-K:375:0x80:0xAD
-
-# Restoration
-K:376:0x80:0xAD
-
-# Speed
-K:377:0x80:0xAD
-
-# [Inner Void]
-K:378:0x80:0xBF
-
-# [Lurkings of the Night]
-K:379:0x80:0xBF
-
-# [Beings of Darkness]
-K:380:0x80:0xBF
-
-# [Material Shadow]
-K:381:0x80:0xBF
-
-# [Sign of Chaos]
-K:383:0x80:0xBF
-
-# [Chaos Mastery]
-K:384:0x80:0xBF
-
-# [Chaos Channels]
-K:385:0x80:0xBF
-
-# [Armageddon Tome]
-K:386:0x80:0xBF
-
-# [Nether Openings]
-K:387:0x80:0xBF
-
-# [Unholy Blessings]
-K:388:0x80:0xBF
-
-# & Firestone~
-K:389:0x80:0xFE
-
-# & Small Firestone~
-K:390:0x80:0xFE
-
-# & Broken Skull~
-K:391:0x80:0xFE
-
-# & Broken Bone~
-K:392:0x80:0xFE
-
-# & Canine Skeleton~
-K:393:0x80:0xFE
-
-# & Rodent Skeleton~
-K:394:0x80:0xFE
-
-# & Human Skeleton~
-K:395:0x80:0xFE
-
-# & Dwarf Skeleton~
-K:396:0x80:0xFE
-
-# & Elf Skeleton~
-K:397:0x80:0xFE
-
-# & Gnome Skeleton~
-K:398:0x80:0xFE
-
-# & Great Hammer~
-K:399:0x80:0xDC
-
-# Black Dragon Scale Mail~
-K:400:0x80:0xDB
-
-# Blue Dragon Scale Mail~
-K:401:0x80:0xDB
-
-# White Dragon Scale Mail~
-K:402:0x80:0xDB
-
-# Red Dragon Scale Mail~
-K:403:0x80:0xDB
-
-# Green Dragon Scale Mail~
-K:404:0x80:0xDB
-
-# Multi-Hued Dragon Scale Mail~
-K:405:0x80:0xDB
-
-# Pseudo Dragon Scale Mail~
-K:406:0x80:0xDB
-
-# Law Dragon Scale Mail~
-K:407:0x80:0xDB
-
-# Bronze Dragon Scale Mail~
-K:408:0x80:0xDB
-
-# Gold Dragon Scale Mail~
-K:409:0x80:0xDB
-
-# Chaos Dragon Scale Mail~
-K:410:0x80:0xDB
-
-# Balance Dragon Scale Mail~
-K:411:0x80:0xDB
-
-# Power Dragon Scale Mail~
-K:412:0x80:0xDB
-
-# & Dragon Helm~
-K:413:0x80:0xDD
-
-# & Dragon Shield~
-K:414:0x80:0xDB
-
-# Death
-K:415:0x80:0xA1
-
-# Ruination
-K:416:0x80:0xA1
-
-# Detonations
-K:417:0x80:0xA1
-
-# Augmentation
-K:418:0x80:0xA1
-
-# *Healing*
-K:419:0x80:0xA1
-
-# Life
-K:420:0x80:0xA1
-
-# Self Knowledge
-K:421:0x80:0xA1
-
-# *Enlightenment*
-K:422:0x80:0xA1
-
-# [Necromantic Incantations]
-K:423:0x80:0xBF
-
-# [Curses of Angmar]
-K:424:0x80:0xBF
-
-# Fear Resistance
-K:425:0x80:0xBD
-
-# Light and Darkness Resistance
-K:426:0x80:0xBD
-
-# Nether Resistance
-K:427:0x80:0xBD
-
-# Nexus Resistance
-K:428:0x80:0xBD
-
-# Sound Resistance
-K:429:0x80:0xBD
-
-# Confusion Resistance
-K:430:0x80:0xBD
-
-# Shard Resistance
-K:431:0x80:0xBD
-
-# Disenchantment Resistance
-K:432:0x80:0xBD
-
-# Chaos Resistance
-K:433:0x80:0xBD
-
-# Blindness Resistance
-K:434:0x80:0xBD
-
-# Lordly Protection
-K:435:0x80:0xBD
-
-# Extra Attacks
-K:436:0x80:0xBD
-
-# Cure Light Wounds
-K:437:0x80:0xA1
-
-# Clumsiness
-K:438:0x80:0xA1
-
-# Sickliness
-K:439:0x80:0xA1
-
-# Map of Bree
-K:440:0x80:0xBF
-
-# Map of Gondolin
-K:441:0x80:0xBF
-
-# Map of LothLorien
-K:442:0x80:0xBF
-
-# Map of Minas Anor
-K:443:0x80:0xBF
-
-# copper
-K:480:0x81:0xCA
-
-# copper
-K:481:0x81:0xC9
-
-# copper
-K:482:0x81:0xC8
-
-# silver
-K:483:0x80:0xA4
-
-# silver
-K:484:0x80:0xA4
-
-# silver
-K:485:0x80:0xA4
-
-# garnets
-K:486:0x80:0xA4
-
-# garnets
-K:487:0x80:0xA4
-
-# gold
-K:488:0x80:0xA4
-
-# gold
-K:489:0x80:0xA4
-
-# gold
-K:490:0x80:0xA4
-
-# opals
-K:491:0x80:0xA4
-
-# sapphires
-K:492:0x80:0xA4
-
-# rubies
-K:493:0x80:0xA4
-
-# diamonds
-K:494:0x80:0xA4
-
-# emeralds
-K:495:0x80:0xA4
-
-# mithril
-K:496:0x80:0xA4
-
-# adamantite
-K:497:0x80:0xA4
-
-# & Mighty Hammer~
-K:498:0x80:0xDC
-
-# & Massive Iron Crown~
-K:499:0x80:0xDD
-
-# & Phial~
-K:500:0x80:0xFE
-
-# & Star~
-K:501:0x80:0xFE
-
-# & Arkenstone~
-K:502:0x80:0xFE
-
-# & Amulet~
-K:503:0x80:0xA2
-
-# & Amulet~
-K:504:0x80:0xA2
-
-# & Necklace~
-K:505:0x80:0xA2
-
-# & Ring~
-K:506:0x80:0xBD
-
-# & Ring~
-K:507:0x80:0xBD
-
-# & Ring~
-K:508:0x80:0xBD
-
-# & Ring~
-K:509:0x80:0xBD
-
-# & Ring~
-K:510:0x80:0xBD
-
-# & Ring~
-K:511:0x80:0xBD
-
-# [Rites of Initiation]
-K:512:0x80:0xBF
-
-# [Ways of War]
-K:513:0x80:0xBF
-
-# [Divine Retribution]
-K:514:0x80:0xBF
-
-# [Essence of Fury]
-K:515:0x80:0xBF
-
-# [Novice Crafts]
-K:516:0x80:0xBF
-
-# [Arcane Channels]
-K:517:0x80:0xBF
-
-# [Sigils of Wizardry]
-K:518:0x80:0xBF
-
-# [Mana Focus]
-K:519:0x80:0xBF
-
-# Reflection
-K:520:0x80:0xA2
-
-# Anti-Magic
-K:521:0x80:0xA2
-
-# Anti-Teleportation
-K:522:0x80:0xA2
-
-# Resistance
-K:523:0x80:0xA2
-
-# & Zweihander~
-K:524:0x80:0xFC
-
-# & Tanto~
-K:525:0x80:0xFC
-
-# Splint Mail~
-K:526:0x80:0xDB
-
-# Do-maru~
-K:527:0x80:0xDB
-
-# & Trifurcate Spear~
-K:528:0x80:0xAF
-
-# & Three Piece Rod~
-K:529:0x80:0xDC
-
-# O-yoroi~
-K:530:0x80:0xDB
-
-# & Fur Cloak~
-K:531:0x80:0xA8
-
-# & Lajatang~
-K:532:0x80:0xAF
-
-# & Hatchet~
-K:533:0x80:0xAF
-
-# Rhino Hide Armour~
-K:535:0x80:0xA8
-
-# Leather Jacket~
-K:536:0x80:0xA8
-
-# & Sickle~
-K:537:0x80:0xAF
-
-# & Tetsubo~
-K:538:0x80:0xDC
-
-# & Nunchaku~
-K:539:0x80:0xDC
-
-# & Bo Staff~
-K:540:0x80:0xDC
-
-# & Jo Staff~
-K:541:0x80:0xDC
-
-# & Club~
-K:542:0x80:0xDC
-
-# & Broad Spear~
-K:543:0x80:0xAF
-
-# & Khopesh~
-K:544:0x80:0xFC
-
-# & Flamberge~
-K:545:0x80:0xFC
-
-# & Claymore~
-K:546:0x80:0xFC
-
-# & Espadon~
-K:547:0x80:0xFC
-
-# & Great Scimitar~
-K:548:0x80:0xFC
-
-# & Wakizashi~
-K:549:0x80:0xFC
-
-# & Naginata~
-K:550:0x80:0xAF
-
-# & Fauchard~
-K:551:0x80:0xAF
-
-# & Guisarme~
-K:552:0x80:0xAF
-
-# & Heavy Lance~
-K:553:0x80:0xAF
-
-# & Basillard~
-K:554:0x80:0xFC
-
-# & Ninjato~
-K:555:0x80:0xFC
-
-# Ring Mail~
-K:556:0x80:0xDB
-
-# Cord Armour~
-K:557:0x80:0xA8
-
-# Paper Armour~
-K:558:0x80:0xA8
-
-# Padded Armour~
-K:559:0x80:0xA8
-
-# & Kabuto~
-K:560:0x80:0xDD
-
-# Stone and Hide Armour~
-K:561:0x80:0xA8
-
-# & Jingasa~
-K:562:0x80:0xDD
-
-# Haramakido~
-K:563:0x80:0xDB
-
-# Nothing
-K:564:0x80:0xBF
-
-# Poison
-K:565:0x80:0xAA
-
-# Nothing
-K:566:0x80:0xAD
-
-# Nothing
-K:567:0x80:0xAD
-
-# Nothing
-K:568:0x80:0xAD
-
-# Nothing
-K:569:0x80:0xAD
-
-# Explosion
-K:570:0x80:0xAA
-
-# Teleport
-K:571:0x80:0xAA
-
-# Nothing
-K:572:0x80:0xAD
-
-# the Blood of Life
-K:573:0x80:0xA1
-
-# Cold
-K:574:0x80:0xAA
-
-# Fire
-K:575:0x80:0xAA
-
-# Acid
-K:576:0x80:0xAA
-
-# & Mage Staff~
-K:577:0x80:0xDC
-
-# Life
-K:579:0x80:0xAA
-
-# Confusion
-K:580:0x80:0xAA
-
-# Light
-K:581:0x80:0xAA
-
-# & Ring~
-K:582:0x80:0xBD
-
-# Invisibility
-K:583:0x80:0xA1
-
-# Chaos
-K:584:0x80:0xAA
-
-# Mutation
-K:585:0x80:0xA1
-
-# Invisibility
-K:586:0x80:0xBD
-
-# Time
-K:587:0x80:0xAA
-
-# Deep Thoughts
-K:588:0x80:0xBF
-
-# More Deep Thoughts
-K:589:0x80:0xBF
-
-# Compendium of Deep Thoughts
-K:590:0x80:0xBF
-
-# Artifact Lore Vol. I
-K:591:0x80:0xBF
-
-# Artifact Lore Vol. II
-K:592:0x80:0xBF
-
-# Artifact Lore Vol. III
-K:593:0x80:0xBF
-
-# Monstrous Compendium 1
-K:594:0x80:0xBF
-
-# Monstrous Compendium 2
-K:595:0x80:0xBF
-
-# Monstrous Compendium 3
-K:596:0x80:0xBF
-
-# Monstrous Compendium 4
-K:597:0x80:0xBF
-
-# Monstrous Compendium 5
-K:598:0x80:0xBF
-
-# Monstrous Compendium 6
-K:599:0x80:0xBF
-
-# Monstrous Compendium 7
-K:600:0x80:0xBF
-
-# Monstrous Compendium 8
-K:601:0x80:0xBF
-
-# Monstrous Compendium 9
-K:602:0x80:0xBF
-
-# Monstrous Compendium 10
-K:603:0x80:0xBF
-
-# Monstrous Compendium 11
-K:604:0x80:0xBF
-
-# Abomination
-K:605:0x80:0xA1
-
-# Shape of Wolf
-K:606:0x80:0xA1
-
-# Shape of Ape
-K:607:0x80:0xA1
-
-# Shape of Goat
-K:608:0x80:0xA1
-
-# Shape of Insect
-K:609:0x80:0xA1
-
-# Shape of Sparrow
-K:610:0x80:0xA1
-
-# Shape of Ent
-K:611:0x80:0xA1
-
-# Shape of Vampire
-K:612:0x80:0xA1
-
-# Shape of Spider
-K:613:0x80:0xA1
-
-# Shape of Mana ball
-K:614:0x80:0xA1
-
-# Shape of Fire cloud
-K:615:0x80:0xA1
-
-# Shape of Cold cloud
-K:616:0x80:0xA1
-
-# Shape of Chaos cloud
-K:617:0x80:0xA1
-
-# [Wolf]
-K:618:0x80:0xBF
-
-# [Ape]
-K:619:0x80:0xBF
-
-# [Goat]
-K:620:0x80:0xBF
-
-# [Insect]
-K:621:0x80:0xBF
-
-# [Sparrow]
-K:622:0x80:0xBF
-
-# [Ent]
-K:623:0x80:0xBF
-
-# [Vampire]
-K:624:0x80:0xBF
-
-# [Spider]
-K:625:0x80:0xBF
-
-# [Mana ball]
-K:626:0x80:0xBF
-
-# [Fire cloud]
-K:627:0x80:0xBF
-
-# [Cold cloud]
-K:628:0x80:0xBF
-
-# [Chaos Cloud]
-K:629:0x80:0xBF
-
-# [Ghost]
-K:630:0x80:0xBF
-
-# [Kobold]
-K:631:0x80:0xBF
-
-# [Dragon]
-K:632:0x80:0xBF
-
-# [Demon]
-K:633:0x80:0xBF
-
-# [Hound]
-K:634:0x80:0xBF
-
-# [Quylthulg]
-K:635:0x80:0xBF
-
-# [Maia]
-K:636:0x80:0xBF
-
-# [Serpent]
-K:637:0x80:0xBF
-
-# [Giant]
-K:638:0x80:0xBF
-
-# [Vala]
-K:639:0x80:0xBF
-
-# Magic
-K:640:0x80:0xAA
-
-# corpse
-K:641:0x80:0xFE
-
-# skeleton
-K:642:0x80:0xFE
-
-# head
-K:643:0x80:0xFE
-
-# skull
-K:644:0x80:0xFE
-
-# raw meat
-K:645:0x80:0xFE
-
-# & Dragonrider Coat~
-K:646:0x80:0xA8
-
-# & Stone~
-K:647:0x80:0xFE
-
-# & small wooden Boomerang~
-K:648:0x80:0xFB
-
-# & wooden Boomerang~
-K:649:0x80:0xFB
-
-# & small metal Boomerang~
-K:650:0x80:0xFB
-
-# & metal Boomerang~
-K:651:0x80:0xFB
-
-# & Anchor~
-K:652:0x80:0xFE
-
-# & ~
-K:653:0x80:0xFE
-
-# Summon never-moving pet
-K:654:0x80:0xBF
-
-# [Life in symbiosis]
-K:655:0x80:0xBF
-
-# [Perfect Symbiosis]
-K:656:0x80:0xBF
-
-# Cure Light Insanity
-K:657:0x80:0xA1
-
-# Cure Serious Insanity
-K:658:0x80:0xA1
-
-# Cure Critical Insanity
-K:659:0x80:0xA1
-
-# Cure Insanity
-K:660:0x80:0xA1
-
-# & Phial~
-K:661:0x80:0xFE
-
-# Random Artifact
-K:662:0x80:0xFE
-
-# Craftmanship
-K:663:0x80:0xBF
-
-# The One Ring
-K:664:0x80:0xBF
-
-# [Apprentice Handbook]
-K:665:0x80:0xBF
-
-# [Minstrel's Music]
-K:666:0x80:0xBF
-
-# [Harps of Rivendell]
-K:667:0x80:0xBF
-
-# [Lays of Beleriand]
-K:668:0x80:0xBF
-
-# & Flute~
-K:669:0x80:0xAF
-
-# & Drum~
-K:670:0x80:0xAF
-
-# & Harp~
-K:671:0x80:0xAF
-
-# & Banjo~
-K:672:0x80:0xAF
-
-# & Lute~
-K:673:0x80:0xAF
-
-# & Mandolin~
-K:674:0x80:0xAF
-
-# & Palantir~
-K:675:0x80:0xA1
-
-# Egg
-K:676:0x80:0xEF
-
-# Reset Recall
-K:677:0x80:0xBF
-
-# Divination
-K:678:0x80:0xBF
-
-# Self
-K:679:0x80:0xBF
-
-# Ray
-K:680:0x80:0xBF
-
-# Sphere
-K:681:0x80:0xBF
-
-# Knowledge
-K:682:0x80:0xBF
-
-# Life
-K:683:0x80:0xBF
-
-# Fire
-K:684:0x80:0xBF
-
-# Cold
-K:685:0x80:0xBF
-
-# Lightning
-K:686:0x80:0xBF
-
-# Acid
-K:687:0x80:0xBF
-
-# Element
-K:688:0x80:0xBF
-
-# Chaos
-K:689:0x80:0xBF
-
-# Mind
-K:690:0x80:0xBF
-
-# Holding
-K:691:0x80:0xBF
-
-# Arrow
-K:692:0x80:0xBF
-
-# Power Surge
-K:693:0x80:0xBF
-
-# Armageddon
-K:694:0x80:0xBF
-
-# Gravity
-K:695:0x80:0xBF
-
-# Extra Life
-K:696:0x80:0xAA
-
-# Anti-Death
-K:697:0x80:0xBF
-
-# Protection
-K:698:0x80:0xBF
-
-# & Horn~
-K:699:0x80:0xAF
-
-# Precognition
-K:700:0x80:0xBD
-
-# & Sprig~ of Athelas
-K:701:0x80:0xAC
-
-# [Magic for Beginners]
-K:702:0x80:0xBF
-
-# [Conjurings and Tricks]
-K:703:0x80:0xBF
-
-# [Incantations and Illusions]
-K:704:0x80:0xBF
-
-# [Sorcery and Evocations]
-K:705:0x80:0xBF
-
-# [Beginners Handbook]
-K:706:0x80:0xBF
-
-# [Words of Wisdom]
-K:707:0x80:0xBF
-
-# [Chants and Blessings]
-K:708:0x80:0xBF
-
-# [Exorcism and Dispelling]
-K:709:0x80:0xBF
-
-# [Resistance of Scarabtarices]
-K:710:0x80:0xBF
-
-# [Mordenkainen's Escapes]
-K:711:0x80:0xBF
-
-# [Kelek's Grimoire of Power]
-K:712:0x80:0xBF
-
-# [Tenser's Transformations]
-K:713:0x80:0xBF
-
-# [Raal's Tome of Destruction]
-K:714:0x80:0xBF
-
-# [Ethereal Openings]
-K:715:0x80:0xBF
-
-# [Godly Insights]
-K:716:0x80:0xBF
-
-# [Purifications and Healing]
-K:717:0x80:0xBF
-
-# [Holy Infusions]
-K:718:0x80:0xBF
-
-# [Wrath of God]
-K:719:0x80:0xBF
-
-# Deincarnation
-K:720:0x80:0xBF
-
-# Numenorean for beginners
-K:722:0x80:0xBF
-
-# Numenorean for beginners
-K:723:0x80:0xBF
-
-# Advanced lessons of Numenorean
-K:724:0x80:0xBF
-
-# Advanced lessons of Sindarin
-K:725:0x80:0xBF
-
-# & Shard~ of Pottery
-K:726:0x80:0xFE
-
-# & Broken Stick~
-K:727:0x80:0xFE
-
-# Wall Creation
-K:728:0x80:0xAD
-
-# [Illusions for Beginners]
-K:729:0x80:0xBF
-
-# [Tricks and Visions]
-K:730:0x80:0xBF
-
-# [Phantasms and Illusions]
-K:731:0x80:0xBF
-
-# [Shadows and Prisms]
-K:732:0x80:0xBF
-
-# [Serten's Immunities]
-K:733:0x80:0xBF
-
-# [Knowledge of Kenault]
-K:734:0x80:0xBF
-
-# [Otiluke's Spheres]
-K:735:0x80:0xBF
-
-# [Boccob's Book of Shadows]
-K:736:0x80:0xBF
-
-# [Bigby's Handbook]
-K:737:0x80:0xBF
-
-# [Hunt of Orome]
-K:738:0x80:0xBF
-
-# [Holy Sanctifications]
-K:739:0x80:0xBF
-
-# [Secrets of the Feanturi]
-K:740:0x80:0xBF
-
-# [War of Wrath]
-K:741:0x80:0xBF
-
-# [Gifts of Iluvatar]
-K:742:0x80:0xBF
-
-# Learning
-K:743:0x80:0xA1
-
-# [Eye of Sauron]
-K:744:0x80:0xBF
-
-# [Flame of Udun]
-K:745:0x80:0xBF
-
-# [Corruptions of Melkor]
-K:746:0x80:0xBF
-
-# [Crescent of Morgul]
-K:747:0x80:0xBF
-
-# [Morgoth's Ring]
-K:748:0x80:0xBF
-
-# Spell
-K:749:0x80:0xBF
-
-# Wishing
-K:750:0x80:0xDF
-
-# Khuzdul - The hidden tonge of the Dwarves
-K:751:0x80:0xBF
-
-# Nandorin for the dumbs
-K:752:0x80:0xBF
-
-# Advanced lessons of Orkish
-K:753:0x80:0xBF
-
-# Flying
-K:755:0x80:0xBD
-
-# [Powerful Sigils]
-K:756:0x80:0xBF
-
-# [Disruptive Forces]
-K:758:0x80:0xBF
-
-# [Forces of the Mind]
-K:759:0x80:0xBF
-
-# [Power of Ancient Sorcerors]
-K:760:0x80:0xBF
-
-# [Tricks of the Wild]
-K:761:0x80:0xBF
-
-# [Mastering the Rituals]
-K:762:0x80:0xBF
-
-# [Rites of Power]
-K:763:0x80:0xBF
-
-# [Tribal Power]
-K:764:0x80:0xBF
-
-# [Aiding Shades]
-K:765:0x80:0xBF
-
-# [Morgoth's Space-Time Warpings]
-K:766:0x80:0xBF
-
-# [Murazor Tome of Conjuring & Dispeling]
-K:767:0x80:0xBF
-
-# [Channeling the Void]
-K:768:0x80:0xBF
-
-# [Sauron's Forgotten Tome]
-K:769:0x80:0xBF
-
-# Wraith Form
-K:770:0x80:0xBD
-
-# [Earth]
-K:771:0x80:0xBF
-
-# [Fire]
-K:772:0x80:0xBF
-
-# [Air]
-K:773:0x80:0xBF
-
-# [Water]
-K:774:0x80:0xBF
-
-# [Mana]
-K:775:0x80:0xBF
-
-# Home Summoning
-K:776:0x80:0xAD
-
-# & Shadow Blade~
-K:777:0x80:0xFC
-
-# & Bluesteel Blade~
-K:778:0x80:0xFC
-
-# the Serpents
-K:779:0x80:0xA2
-
-# Darkness
-K:780:0x80:0xAA
-
-# Knowledge
-K:781:0x80:0xAA
-
-# Force
-K:782:0x80:0xAA
-
-# Lightning
-K:783:0x80:0xAA
-
-# Mana
-K:784:0x80:0xAA
-
-# Power
-K:785:0x80:0xBD
-
-# Climbing Set
-K:786:0x80:0xE0
-
-# Adventurer's Guide to Middle-earth
-K:787:0x80:0xBF
-
-# [Dark Incantations]
-K:788:0x80:0xBF
-
-# [Immortal Rituals]
-K:789:0x80:0xBF
-
-# [Minions of Azathoth]
-K:790:0x80:0xBF
-
-# [Demonthoughts]
-K:791:0x80:0xBF
-
-# [Hellfire Tome]
-K:792:0x80:0xBF
-
-# & Wooden Rod~ of#
-K:793:0x80:0xAD
-
-# & Copper Rod~ of#
-K:794:0x80:0xAD
-
-# & Iron Rod~ of#
-K:795:0x80:0xAD
-
-# & Aluminium Rod~ of#
-K:796:0x80:0xAD
-
-# & Silver Rod~ of#
-K:797:0x80:0xAD
-
-# & Golden Rod~ of#
-K:798:0x80:0xAD
-
-# & Mithril Rod~ of#
-K:799:0x80:0xAD
-
-# & Adamantite Rod~ of#
-K:800:0x80:0xAD
-
-
-
-
-
-
-
-# Monster attr/char definitions
-
-# Player
-R:0:0x80:0xC0
-
-# Filthy street urchin
-R:1:0x80:0xF4
-
-# Scrawny cat
-R:2:0x80:0xE6
-
-# Sparrow
-R:3:0x80:0xC2
-
-# Chaffinch
-R:4:0x80:0xC2
-
-# Wild rabbit
-R:5:0x80:0xF2
-
-# Woodsman
-R:6:0x80:0xF0
-
-# Scruffy little dog
-R:7:0x80:0xC3
-
-# Farmer Maggot
-R:8:0x81:0xBB
-
-# Blubbering idiot
-R:9:0x80:0xF4
-
-# Boil-covered wretch
-R:10:0x80:0xF4
-
-# Village idiot
-R:11:0x80:0xF4
-
-# Pitiful looking beggar
-R:12:0x80:0xF4
-
-# Mangy looking leper
-R:13:0x80:0xF4
-
-# Agent of black market
-R:14:0x81:0xB8
-
-# Singing, happy drunk
-R:15:0x81:0xB9
-
-# Aimless looking merchant
-R:16:0x81:0xBA
-
-# Mean looking mercenary
-R:17:0x80:0xF4
-
-# Battle scarred veteran
-R:18:0x81:0xC3
-
-# Martti Ihrasaari
-R:19:0x80:0xD0
-
-# Grey mold
-R:20:0x81:0x32
-
-# Large white snake
-R:21:0x81:0xA0
-
-# Grey mushroom patch
-R:22:0x80:0xAC
-
-# Newt
-R:23:0x80:0xD2
-
-# Giant white centipede
-R:24:0x80:0xE3
-
-# White icky thing
-R:25:0x80:0xE9
-
-# Clear icky thing
-R:26:0x80:0xE9
-
-# Giant white mouse
-R:27:0x80:0xF2
-
-# Large brown snake
-R:28:0x81:0xA1
-
-# Small kobold
-R:29:0x80:0xEB
-
-# Kobold
-R:30:0x80:0xEB
-
-# White worm mass
-R:31:0x80:0xF7
-
-# Floating eye
-R:32:0x80:0xE5
-
-# Rock lizard
-R:33:0x80:0xD2
-
-# Grid bug
-R:34:0x81:0xA9
-
-# Jackal
-R:35:0x81:0xB1
-
-# Soldier ant
-R:36:0x81:0xAA
-
-# Fruit bat
-R:37:0x80:0xE2
-
-# Insect swarm
-R:38:0x81:0xA8
-
-# Greater hell-beast
-R:39:0x80:0xD5
-
-# Shrieker mushroom patch
-R:40:0x80:0xAC
-
-# Blubbering icky thing
-R:41:0x80:0xE9
-
-# Metallic green centipede
-R:42:0x80:0xE3
-
-# Novice warrior
-R:43:0x81:0xC2
-
-# Novice rogue
-R:44:0x80:0xF0
-
-# Novice priest
-R:45:0x80:0xF0
-
-# Novice mage
-R:46:0x80:0xF0
-
-# Yellow mushroom patch
-R:47:0x80:0xAC
-
-# White jelly
-R:48:0x80:0xEA
-
-# Giant black ant
-R:49:0x80:0xE1
-
-# Salamander
-R:50:0x80:0xD2
-
-# White harpy
-R:51:0x80:0xC8
-
-# Blue yeek
-R:52:0x80:0xF9
-
-# Grip, Farmer Maggot's dog
-R:53:0x80:0xC3
-
-# Wolf, Farmer Maggot's dog
-R:54:0x80:0xC3
-
-# Fang, Farmer Maggot's dog
-R:55:0x80:0xC3
-
-# Giant green frog
-R:56:0x80:0xD2
-
-# Freesia
-R:57:0x80:0xE6
-
-# Green worm mass
-R:58:0x80:0xF7
-
-# Large yellow snake
-R:59:0x80:0xCA
-
-# Cave spider
-R:60:0x80:0xD3
-
-# Crow
-R:61:0x80:0xC2
-
-# Wild cat
-R:62:0x80:0xE6
-
-# Smeagol
-R:63:0x80:0xE8
-
-# Green ooze
-R:64:0x80:0xEA
-
-# Poltergeist
-R:65:0x80:0xC7
-
-# Yellow jelly
-R:66:0x80:0xEA
-
-# Metallic blue centipede
-R:67:0x80:0xE3
-
-# Raven
-R:68:0x80:0xC2
-
-# Giant white louse
-R:69:0x80:0xEC
-
-# Piranha
-R:70:0x80:0xFE
-
-# Black naga
-R:71:0x80:0xEE
-
-# Spotted mushroom patch
-R:72:0x80:0xAC
-
-# Silver jelly
-R:73:0x80:0xEA
-
-# Scruffy looking hobbit
-R:74:0x80:0xE8
-
-# Giant white ant
-R:75:0x80:0xE1
-
-# Yellow mold
-R:76:0x80:0xED
-
-# Metallic red centipede
-R:77:0x80:0xE3
-
-# Yellow worm mass
-R:78:0x80:0xF7
-
-# Clear worm mass
-R:79:0x80:0xF7
-
-# Radiation eye
-R:80:0x80:0xE5
-
-# Yellow light
-R:81:0x80:0xAA
-
-# Cave lizard
-R:82:0x80:0xD2
-
-# Novice ranger
-R:83:0x80:0xF0
-
-# Blue jelly
-R:84:0x80:0xEA
-
-# Creeping copper coins
-R:85:0x80:0xA4
-
-# Giant white rat
-R:86:0x80:0xF2
-
-# Snotling
-R:87:0x80:0xEF
-
-# Swordfish
-R:88:0x80:0xFE
-
-# Blue worm mass
-R:89:0x80:0xF7
-
-# Large grey snake
-R:90:0x80:0xCA
-
-# Skeleton kobold
-R:91:0x80:0xF3
-
-# Ewok
-R:92:0x80:0xE8
-
-# Novice mage
-R:93:0x80:0xF0
-
-# Green naga
-R:94:0x80:0xEE
-
-# Giant leech
-R:95:0x80:0xF7
-
-# Barracuda
-R:96:0x80:0xFE
-
-# Novice paladin
-R:97:0x80:0xF0
-
-# Zog
-R:98:0x80:0xE8
-
-# Blue ooze
-R:99:0x80:0xEA
-
-# Green glutton ghost
-R:100:0x80:0xC7
-
-# Green jelly
-R:101:0x80:0xEA
-
-# Large kobold
-R:102:0x80:0xEB
-
-# Grey icky thing
-R:103:0x80:0xE9
-
-# Disenchanter eye
-R:104:0x80:0xE5
-
-# Red worm mass
-R:105:0x80:0xF7
-
-# Copperhead snake
-R:106:0x80:0xCA
-
-# Death sword
-R:107:0x80:0xFC
-
-# Purple mushroom patch
-R:108:0x80:0xAC
-
-# Novice priest
-R:109:0x80:0xF0
-
-# Novice warrior
-R:110:0x80:0xF0
-
-# Nibelung
-R:111:0x80:0xE8
-
-# Disembodied hand that strangled people
-R:112:0x80:0xFA
-
-# Brown mold
-R:113:0x80:0xED
-
-# Giant brown bat
-R:114:0x80:0xE2
-
-# Rat-thing
-R:115:0x80:0xF2
-
-# Novice archer
-R:116:0x81:0xC1
-
-# Creeping silver coins
-R:117:0x80:0xA4
-
-# Snaga
-R:118:0x80:0xEF
-
-# Rattlesnake
-R:119:0x80:0xCA
-
-# Giant slug
-R:120:0x80:0xF7
-
-# Giant pink frog
-R:121:0x80:0xD2
-
-# Dark elf
-R:122:0x80:0xE8
-
-# Zombified kobold
-R:123:0x80:0xFA
-
-# Crypt Creep
-R:124:0x80:0xF3
-
-# Rotting corpse
-R:125:0x80:0xFA
-
-# Cave orc
-R:126:0x81:0xBC
-
-# Wood spider
-R:127:0x80:0xD3
-
-# Manes
-R:128:0x80:0xF5
-
-# Bloodshot eye
-R:129:0x80:0xE5
-
-# Red naga
-R:130:0x80:0xEE
-
-# Red jelly
-R:131:0x80:0xEA
-
-# Green icky thing
-R:132:0x80:0xE9
-
-# Lost soul
-R:133:0x80:0xC7
-
-# Night lizard
-R:134:0x80:0xD2
-
-# Mughash the Kobold Lord
-R:135:0x80:0xEB
-
-# Skeleton orc
-R:136:0x80:0xF3
-
-# Wormtongue, Agent of Saruman
-R:137:0x80:0xF0
-
-# Robin Hood, the Outlaw
-R:138:0x80:0xF0
-
-# Nurgling
-R:139:0x80:0xF5
-
-# Lagduf, the Snaga
-R:140:0x80:0xEF
-
-# Brown yeek
-R:141:0x80:0xF9
-
-# Novice ranger
-R:142:0x80:0xF0
-
-# Giant salamander
-R:143:0x80:0xD2
-
-# Space monster
-R:144:0x80:0xAE
-
-# Carnivorous flying monkey
-R:145:0x80:0xC8
-
-# Green mold
-R:146:0x80:0xED
-
-# Novice paladin
-R:147:0x80:0xF0
-
-# Lemure
-R:148:0x80:0xF5
-
-# Hill orc
-R:149:0x80:0xEF
-
-# Bandit
-R:150:0x80:0xF0
-
-# Hunting hawk
-R:151:0x80:0xC2
-
-# Phantom warrior
-R:152:0x80:0xC7
-
-# Gremlin
-R:153:0x80:0xF5
-
-# Yeti
-R:154:0x80:0xD9
-
-# Bloodshot icky thing
-R:155:0x80:0xE9
-
-# Giant grey rat
-R:156:0x80:0xF2
-
-# Black harpy
-R:157:0x80:0xC8
-
-# Skaven
-R:158:0x80:0xF2
-
-# The wounded bear
-R:159:0x80:0xF1
-
-# Portuguese man-o-war
-R:160:0x80:0xEA
-
-# Rock mole
-R:161:0x80:0xF2
-
-# Orc shaman
-R:162:0x80:0xEF
-
-# Baby blue dragon
-R:163:0x80:0xE4
-
-# Baby white dragon
-R:164:0x80:0xE4
-
-# Baby green dragon
-R:165:0x80:0xE4
-
-# Baby black dragon
-R:166:0x80:0xE4
-
-# Baby red dragon
-R:167:0x80:0xE4
-
-# Giant red ant
-R:168:0x80:0xE1
-
-# Brodda, the Easterling
-R:169:0x80:0xF0
-
-# Bloodfang the Wolf
-R:170:0x80:0xC3
-
-# King cobra
-R:171:0x80:0xCA
-
-# Eagle
-R:172:0x80:0xC2
-
-# War bear
-R:173:0x80:0xF1
-
-# Killer bee
-R:174:0x80:0xC9
-
-# Giant spider
-R:175:0x80:0xD3
-
-# Giant white tick
-R:176:0x80:0xD3
-
-# The Borshin
-R:177:0x80:0xE7
-
-# Dark elven mage
-R:178:0x80:0xE8
-
-# Kamikaze yeek
-R:179:0x80:0xF9
-
-# Orfax, Son of Boldor
-R:180:0x80:0xF9
-
-# Servant of Glaaki
-R:181:0x80:0xFA
-
-# Dark elven warrior
-R:182:0x81:0xBF
-
-# Sand-dweller
-R:183:0x80:0xF5
-
-# Clear mushroom patch
-R:184:0x80:0xAC
-
-# Quiver slot
-R:185:0x80:0xAC
-
-# Grishnakh, the Hill Orc
-R:186:0x80:0xEF
-
-# Giant piranha
-R:187:0x80:0xFE
-
-# Owlbear
-R:188:0x80:0xC8
-
-# Blue horror
-R:189:0x80:0xF5
-
-# Hairy mold
-R:190:0x80:0xED
-
-# Grizzly bear
-R:191:0x80:0xF1
-
-# Disenchanter mold
-R:192:0x80:0xED
-
-# Pseudo dragon
-R:193:0x80:0xE4
-
-# Tengu
-R:194:0x80:0xF5
-
-# Creeping gold coins
-R:195:0x80:0xA4
-
-# Wolf
-R:196:0x80:0xC3
-
-# Giant fruit fly
-R:197:0x80:0xC9
-
-# Panther
-R:198:0x80:0xE6
-
-# Brigand
-R:199:0x80:0xF0
-
-# Hobbes the Tiger
-R:200:0x80:0xE6
-
-# Shadow Creature of Fiona
-R:201:0x80:0xE8
-
-# Undead mass
-R:202:0x80:0xEA
-
-# Chaos shapechanger
-R:203:0x80:0xC8
-
-# Baby multi-hued dragon
-R:204:0x80:0xE4
-
-# Vorpal bunny
-R:205:0x80:0xF2
-
-# Old Man Willow
-R:206:0x80:0xA3
-
-# Hippocampus
-R:207:0x80:0xC8
-
-# Zombified orc
-R:208:0x80:0xFA
-
-# Hippogriff
-R:209:0x80:0xC8
-
-# Black mamba
-R:210:0x80:0xCA
-
-# White wolf
-R:211:0x80:0xC3
-
-# Grape jelly
-R:212:0x80:0xEA
-
-# Nether worm mass
-R:213:0x80:0xF7
-
-# Abyss worm mass
-R:214:0x80:0xF7
-
-# Golfimbul, the Hill Orc Chief
-R:215:0x80:0xEF
-
-# Swordsman
-R:216:0x80:0xF0
-
-# Skaven shaman
-R:217:0x80:0xF2
-
-# Gazer
-R:218:0x80:0xE5
-
-# Knight archer
-R:219:0x80:0xF0
-
-# Ixitxachitl
-R:220:0x80:0xFE
-
-# Mine-dog
-R:221:0x80:0xC3
-
-# Hellcat
-R:222:0x80:0xE6
-
-# Moon beast
-R:223:0x80:0xF1
-
-# Master yeek
-R:224:0x80:0xF9
-
-# Priest
-R:225:0x80:0xF0
-
-# Dark elven priest
-R:226:0x80:0xE8
-
-# Air spirit
-R:227:0x80:0xC5
-
-# Skeleton human
-R:228:0x80:0xF3
-
-# Zombified human
-R:229:0x80:0xFA
-
-# Tiger
-R:230:0x80:0xE6
-
-# Moaning spirit
-R:231:0x80:0xC7
-
-# Stegocentipede
-R:232:0x80:0xE3
-
-# Spotted jelly
-R:233:0x80:0xEA
-
-# Drider
-R:234:0x80:0xD3
-
-# Mongbat
-R:235:0x80:0xE2
-
-# Killer brown beetle
-R:236:0x80:0xCB
-
-# Boldor, King of the Yeeks
-R:237:0x80:0xF9
-
-# Ogre
-R:238:0x81:0xBD
-
-# Creeping mithril coins
-R:239:0x80:0xA4
-
-# Illusionist
-R:240:0x80:0xF0
-
-# Druid
-R:241:0x80:0xF0
-
-# Pink horror
-R:242:0x80:0xF5
-
-# Cloaker
-R:243:0x80:0xA8
-
-# Black orc
-R:244:0x80:0xEF
-
-# Ochre jelly
-R:245:0x80:0xEA
-
-# Software bug
-R:246:0x80:0xC9
-
-# Lurker
-R:247:0x80:0xAE
-
-# Nixie
-R:248:0x80:0xE8
-
-# Vlasta
-R:249:0x80:0xD2
-
-# Giant white dragon fly
-R:250:0x80:0xC6
-
-# Snaga sapper
-R:251:0x80:0xEF
-
-# Blue icky thing
-R:252:0x80:0xE9
-
-# Gibbering mouther
-R:253:0x80:0xEA
-
-# Irish wolfhound of Flora
-R:254:0x80:0xC3
-
-# Hill giant
-R:255:0x80:0xD0
-
-# Flesh golem
-R:256:0x80:0xE7
-
-# Warg
-R:257:0x80:0xC3
-
-# Cheerful leprechaun
-R:258:0x80:0xE8
-
-# Giant black flea
-R:259:0x80:0xC9
-
-# Ufthak of Cirith Ungol
-R:260:0x80:0xEF
-
-# Clay golem
-R:261:0x80:0xE7
-
-# Black ogre
-R:262:0x80:0xCF
-
-# Dweller on the threshold
-R:263:0x80:0xD9
-
-# Half-orc
-R:264:0x80:0xEF
-
-# Dark naga
-R:265:0x80:0xEE
-
-# Giant octopus
-R:266:0x80:0xFE
-
-# Magic mushroom patch
-R:267:0x80:0xAC
-
-# Plaguebearer of Nurgle
-R:268:0x80:0xFA
-
-# Guardian naga
-R:269:0x80:0xEE
-
-# Wererat
-R:270:0x80:0xF2
-
-# Light hound
-R:271:0x80:0xDA
-
-# Shadow hound
-R:272:0x80:0xDA
-
-# Flying skull
-R:273:0x80:0xF3
-
-# Mi-Go
-R:274:0x80:0xC9
-
-# Giant tarantula
-R:275:0x80:0xD3
-
-# Giant clear centipede
-R:276:0x80:0xE3
-
-# Mirkwood spider
-R:277:0x80:0xD3
-
-# Frost giant
-R:278:0x80:0xD0
-
-# Griffon
-R:279:0x80:0xC8
-
-# Homonculous
-R:280:0x80:0xF5
-
-# Gnome mage
-R:281:0x80:0xE8
-
-# Clear hound
-R:282:0x80:0xDA
-
-# Umber hulk
-R:283:0x80:0xD8
-
-# Rust monster
-R:284:0x80:0xF1
-
-# Orc captain
-R:285:0x80:0xEF
-
-# Gelatinous cube
-R:286:0x80:0xEA
-
-# Giant green dragon fly
-R:287:0x80:0xC6
-
-# Fire giant
-R:288:0x80:0xD0
-
-# Hummerhorn
-R:289:0x80:0xC9
-
-# Lizardman
-R:290:0x80:0xE8
-
-# Ulfast, Son of Ulfang
-R:291:0x80:0xF0
-
-# Hammerhead
-R:292:0x80:0xFE
-
-# Berserker
-R:293:0x80:0xF0
-
-# Quasit
-R:294:0x80:0xF5
-
-# Sphinx
-R:295:0x80:0xC8
-
-# Imp
-R:296:0x80:0xF5
-
-# Forest troll
-R:297:0x80:0xD4
-
-# Freezing sphere
-R:298:0x80:0xAA
-
-# Jumping fireball
-R:299:0x80:0xAA
-
-# Ball lightning
-R:300:0x80:0xAA
-
-# 2-headed hydra
-R:301:0x80:0xCD
-
-# Swamp thing
-R:302:0x80:0xC8
-
-# Water spirit
-R:303:0x80:0xC5
-
-# Giant red scorpion
-R:304:0x80:0xD3
-
-# Earth spirit
-R:305:0x80:0xC5
-
-# Fire spirit
-R:306:0x80:0xC5
-
-# Fire hound
-R:307:0x80:0xDA
-
-# Cold hound
-R:308:0x80:0xDA
-
-# Energy hound
-R:309:0x80:0xDA
-
-# Potion mimic
-R:310:0x80:0xA1
-
-# Door mimic
-R:311:0x80:0xAB
-
-# Blink dog
-R:312:0x80:0xC3
-
-# Uruk
-R:313:0x80:0xEF
-
-# Shagrat, the Orc Captain
-R:314:0x80:0xEF
-
-# Gorbag, the Orc Captain
-R:315:0x80:0xEF
-
-# Shambling mound
-R:316:0x80:0xAC
-
-# White shark
-R:317:0x80:0xFE
-
-# Chaos beastman
-R:318:0x80:0xC8
-
-# Daemonette of Slaanesh
-R:319:0x80:0xF5
-
-# Giant bronze dragon fly
-R:320:0x80:0xC6
-
-# Stone giant
-R:321:0x80:0xD0
-
-# Giant black dragon fly
-R:322:0x80:0xC6
-
-# Stone golem
-R:323:0x80:0xE7
-
-# Red mold
-R:324:0x80:0xED
-
-# Giant gold dragon fly
-R:325:0x80:0xC6
-
-# Stunwall
-R:326:0x80:0xA3
-
-# Ghast
-R:327:0x80:0xFA
-
-# Ixitxachitl priest
-R:328:0x80:0xFE
-
-# Huorn
-R:329:0x80:0xA3
-
-# Bolg, Son of Azog
-R:330:0x80:0xEF
-
-# Phase spider
-R:331:0x80:0xD3
-
-# Lizard king
-R:332:0x80:0xE8
-
-# Landmine
-R:333:0x80:0xAE
-
-# Wyvern
-R:334:0x80:0xE4
-
-# Great eagle
-R:335:0x80:0xC2
-
-# Livingstone
-R:336:0x80:0xA3
-
-# Earth hound
-R:337:0x80:0xDA
-
-# Air hound
-R:338:0x80:0xDA
-
-# Sabre-tooth tiger
-R:339:0x80:0xE6
-
-# Water hound
-R:340:0x80:0xDA
-
-# Chimera
-R:341:0x80:0xC8
-
-# Quylthulg
-R:342:0x80:0xD1
-
-# Sasquatch
-R:343:0x80:0xD9
-
-# Weir
-R:344:0x80:0xC3
-
-# Whale
-R:345:0x80:0xFE
-
-# Electric eel
-R:346:0x80:0xCA
-
-# Werewolf
-R:347:0x80:0xC3
-
-# Dark elven lord
-R:348:0x80:0xE8
-
-# Cloud giant
-R:349:0x80:0xD0
-
-# Ugluk, the Uruk
-R:350:0x80:0xEF
-
-# Blue dragon bat
-R:351:0x80:0xE2
-
-# Scroll mimic
-R:352:0x80:0xBF
-
-# Chest mimic
-R:353:0x80:0xFE
-
-# Fire vortex
-R:354:0x80:0xF6
-
-# Water vortex
-R:355:0x80:0xF6
-
-# Lugdush, the Uruk
-R:356:0x80:0xEF
-
-# Arch-vile
-R:357:0x80:0xF5
-
-# Cold vortex
-R:358:0x80:0xF6
-
-# Energy vortex
-R:359:0x80:0xF6
-
-# Globefish
-R:360:0x80:0xFE
-
-# Carrion
-R:361:0x80:0xC2
-
-# Mummified orc
-R:362:0x80:0xFA
-
-# Killer whale
-R:363:0x80:0xFE
-
-# Serpent man
-R:364:0x80:0xCA
-
-# Vampiric mist
-R:365:0x80:0xA3
-
-# Killer stag beetle
-R:366:0x80:0xCB
-
-# Iron golem
-R:367:0x80:0xE7
-
-# Auto-roller
-R:368:0x80:0xE7
-
-# Giant yellow scorpion
-R:369:0x80:0xD3
-
-# Jade monk
-R:370:0x80:0xF0
-
-# Black ooze
-R:371:0x80:0xEA
-
-# Hardened warrior
-R:372:0x80:0xF0
-
-# Azog, King of the Uruk-Hai
-R:373:0x80:0xEF
-
-# Fleshhound of Khorne
-R:374:0x80:0xC3
-
-# Dark elven warlock
-R:375:0x80:0xE8
-
-# Master rogue
-R:376:0x80:0xF0
-
-# Red dragon bat
-R:377:0x80:0xE2
-
-# Killer white beetle
-R:378:0x80:0xCB
-
-# Ice skeleton
-R:379:0x80:0xF3
-
-# Angamaite of Umbar
-R:380:0x80:0xF0
-
-# Forest wight
-R:381:0x80:0xD7
-
-# Mime, the Nibelung
-R:382:0x80:0xE8
-
-# Ibun, Son of Mim
-R:383:0x80:0xE8
-
-# Meneldor the Swift
-R:384:0x80:0xC2
-
-# Phantom beast
-R:385:0x80:0xC7
-
-# Great white shark
-R:386:0x80:0xFE
-
-# 4-headed hydra
-R:387:0x80:0xCD
-
-# Lesser hell-beast
-R:388:0x80:0xD5
-
-# Tyrannosaur
-R:389:0x80:0xD2
-
-# Mummified human
-R:390:0x80:0xFA
-
-# Vampire bat
-R:391:0x80:0xE2
-
-# Sangahyando of Umbar
-R:392:0x80:0xF0
-
-# It
-R:393:0x80:0xAE
-
-# Banshee
-R:394:0x80:0xC7
-
-# Carrion crawler
-R:395:0x80:0xE3
-
-# Xiclotlan
-R:396:0x80:0xA3
-
-# Silent watcher
-R:397:0x80:0xE7
-
-# Pukelman
-R:398:0x80:0xE7
-
-# Disenchanter beast
-R:399:0x80:0xF1
-
-# Dark elven druid
-R:400:0x80:0xE8
-
-# Stone troll
-R:401:0x80:0xD4
-
-# Black
-R:402:0x80:0xEA
-
-# Troll priest
-R:403:0x80:0xD4
-
-# Wereworm
-R:404:0x80:0xF7
-
-# Killer crimson beetle
-R:405:0x80:0xCB
-
-# Vampiric ixitxachitl
-R:406:0x80:0xFE
-
-# Gnoph-Keh
-R:407:0x80:0xF1
-
-# Giant grey ant
-R:408:0x80:0xE1
-
-# Khufu the Mummified King
-R:409:0x80:0xFA
-
-# Gwaihir the Windlord
-R:410:0x80:0xC2
-
-# Giant red tick
-R:411:0x80:0xD3
-
-# Displacer beast
-R:412:0x80:0xE6
-
-# Ulwarth, Son of Ulfang
-R:413:0x80:0xF0
-
-# Agent of Saruman
-R:414:0x80:0xF0
-
-# Cave ogre
-R:415:0x80:0xCF
-
-# White wraith
-R:416:0x80:0xD7
-
-# Monadic Deva
-R:417:0x80:0xC1
-
-# Ghoul
-R:418:0x80:0xFA
-
-# Mim, Betrayer of Turin
-R:419:0x80:0xE8
-
-# Hellblade
-R:420:0x80:0xFC
-
-# Killer red beetle
-R:421:0x80:0xCB
-
-# Beast of Nurgle
-R:422:0x80:0xF1
-
-# Creeping adamantite coins
-R:423:0x80:0xA4
-
-# Algroth
-R:424:0x80:0xD4
-
-# Flamer of Tzeentch
-R:425:0x80:0xAC
-
-# Roper
-R:426:0x80:0xA3
-
-# Headless
-R:427:0x80:0xC8
-
-# Vibration hound
-R:428:0x80:0xDA
-
-# Nexus hound
-R:429:0x80:0xDA
-
-# Ogre mage
-R:430:0x80:0xCF
-
-# Lokkak, the Ogre Chieftain
-R:431:0x80:0xCF
-
-# Vampire
-R:432:0x80:0xD6
-
-# Gorgimera
-R:433:0x80:0xC8
-
-# Shantak
-R:434:0x80:0xC2
-
-# Colbran
-R:435:0x80:0xE7
-
-# Spirit naga
-R:436:0x80:0xEE
-
-# Corpser
-R:437:0x80:0xAC
-
-# Fiend of Slaanesh
-R:438:0x80:0xD3
-
-# Stairway to hell
-R:439:0x80:0xBE
-
-# 5-headed hydra
-R:440:0x80:0xCD
-
-# Barney the Dinosaur
-R:441:0x80:0xD2
-
-# Black knight
-R:442:0x80:0xF0
-
-# Seahorse
-R:443:0x80:0xFE
-
-# Cyclops
-R:444:0x80:0xD0
-
-# Clairvoyant
-R:445:0x80:0xF0
-
-# Giant purple worm
-R:446:0x80:0xF7
-
-# Catoblepas
-R:447:0x80:0xF1
-
-# Lesser wall monster
-R:448:0x80:0xA3
-
-# Mage
-R:449:0x80:0xF0
-
-# Mind flayer
-R:450:0x80:0xE8
-
-# The Ultimate Dungeon Cleaner
-R:451:0x80:0xE7
-
-# Deep one
-R:452:0x80:0xF5
-
-# Basilisk
-R:453:0x80:0xD2
-
-# Ice troll
-R:454:0x80:0xD4
-
-# Dhole
-R:455:0x80:0xF7
-
-# Movanic Deva
-R:456:0x80:0xC1
-
-# Ring mimic
-R:457:0x80:0xBD
-
-# Chaos tile
-R:458:0x80:0xAE
-
-# Young blue dragon
-R:459:0x80:0xE4
-
-# Young white dragon
-R:460:0x80:0xE4
-
-# Young green dragon
-R:461:0x80:0xE4
-
-# Young bronze dragon
-R:462:0x80:0xE4
-
-# Aklash
-R:463:0x80:0xD4
-
-# Mithril golem
-R:464:0x80:0xE7
-
-# Skeleton troll
-R:465:0x80:0xF3
-
-# Skeletal tyrannosaur
-R:466:0x80:0xD2
-
-# Jaws
-R:467:0x80:0xFE
-
-# Thorondor
-R:468:0x80:0xC2
-
-# Giant blue ant
-R:469:0x80:0xE1
-
-# Grave wight
-R:470:0x80:0xD7
-
-# Shadow drake
-R:471:0x80:0xE4
-
-# Manticore
-R:472:0x80:0xC8
-
-# Giant army ant
-R:473:0x80:0xE1
-
-# Killer slicer beetle
-R:474:0x80:0xCB
-
-# Gorgon
-R:475:0x80:0xC8
-
-# Gug
-R:476:0x80:0xC7
-
-# Ghost
-R:477:0x80:0xC7
-
-# Death watch beetle
-R:478:0x80:0xCB
-
-# Ogre shaman
-R:479:0x80:0xCF
-
-# Nexus quylthulg
-R:480:0x80:0xD1
-
-# Shelob, Spider of Darkness
-R:481:0x80:0xD3
-
-# Giant squid
-R:482:0x80:0xFE
-
-# Ghoulking
-R:483:0x80:0xFA
-
-# Doombat
-R:484:0x80:0xE2
-
-# Ninja
-R:485:0x80:0xF0
-
-# Memory moss
-R:486:0x80:0xAC
-
-# Storm giant
-R:487:0x80:0xD0
-
-# Spectator
-R:488:0x80:0xE5
-
-# Bokrug
-R:489:0x80:0xD2
-
-# Biclops
-R:490:0x80:0xD0
-
-# Half-troll
-R:491:0x80:0xD4
-
-# Ivory monk
-R:492:0x80:0xF0
-
-# Bert the Stone Troll
-R:493:0x80:0xD4
-
-# Bill the Stone Troll
-R:494:0x80:0xD4
-
-# Tom the Stone Troll
-R:495:0x80:0xD4
-
-# Cave troll
-R:496:0x80:0xD4
-
-# Anti-paladin
-R:497:0x80:0xF0
-
-# Chaos master
-R:498:0x80:0xF0
-
-# Barrow wight
-R:499:0x80:0xD7
-
-# Giant skeleton troll
-R:500:0x80:0xF3
-
-# Chaos drake
-R:501:0x80:0xE4
-
-# Law drake
-R:502:0x80:0xE4
-
-# Balance drake
-R:503:0x80:0xE4
-
-# Ethereal drake
-R:504:0x80:0xE4
-
-# Groo the Wanderer
-R:505:0x80:0xD4
-
-# Fasolt the Giant
-R:506:0x80:0xD0
-
-# Shade
-R:507:0x80:0xC7
-
-# Spectre
-R:508:0x80:0xC7
-
-# Water troll
-R:509:0x80:0xD4
-
-# Fire elemental
-R:510:0x80:0xC5
-
-# Cherub
-R:511:0x80:0xC1
-
-# Water elemental
-R:512:0x80:0xC5
-
-# Multi-hued hound
-R:513:0x80:0xDA
-
-# Night stalker
-R:514:0x80:0xC5
-
-# Carrion crawler
-R:515:0x80:0xE3
-
-# Master thief
-R:516:0x80:0xF0
-
-# Waldern, King of Water
-R:517:0x80:0xC5
-
-# Lich
-R:518:0x80:0xCC
-
-# Gas spore
-R:519:0x80:0xE5
-
-# Master vampire
-R:520:0x80:0xD6
-
-# Oriental vampire
-R:521:0x80:0xD6
-
-# Greater mummy
-R:522:0x80:0xFA
-
-# Bloodletter of Khorne
-R:523:0x80:0xD5
-
-# Giant grey scorpion
-R:524:0x80:0xD3
-
-# Earth elemental
-R:525:0x80:0xC5
-
-# Air elemental
-R:526:0x80:0xC5
-
-# Doom drake
-R:527:0x80:0xE4
-
-# Gargoyle
-R:528:0x80:0xF5
-
-# Malicious leprechaun
-R:529:0x80:0xE8
-
-# Eog golem
-R:530:0x80:0xE7
-
-# Little Boy
-R:531:0x80:0xFB
-
-# Dagashi
-R:532:0x80:0xF0
-
-# Headless ghost
-R:533:0x80:0xC7
-
-# Dread
-R:534:0x80:0xC7
-
-# Leng spider
-R:535:0x80:0xD3
-
-# Star vampire
-R:536:0x80:0xD6
-
-# Smoke elemental
-R:537:0x80:0xC5
-
-# Olog
-R:538:0x80:0xD4
-
-# Halfling slinger
-R:539:0x80:0xE8
-
-# Gravity hound
-R:540:0x80:0xDA
-
-# Acidic cytoplasm
-R:541:0x80:0xEA
-
-# Inertia hound
-R:542:0x80:0xDA
-
-# Impact hound
-R:543:0x80:0xDA
-
-# Sea troll
-R:544:0x80:0xD4
-
-# Ooze elemental
-R:545:0x80:0xC5
-
-# Young black dragon
-R:546:0x80:0xE4
-
-# Mumak
-R:547:0x80:0xF1
-
-# Giant red ant
-R:548:0x80:0xE1
-
-# Mature white dragon
-R:549:0x80:0xE4
-
-# Xorn
-R:550:0x80:0xD8
-
-# Rogrog the Black Troll
-R:551:0x80:0xD4
-
-# Mist giant
-R:552:0x80:0xA3
-
-# Phantom
-R:553:0x80:0xC7
-
-# Grey wraith
-R:554:0x80:0xD7
-
-# Revenant
-R:555:0x80:0xD7
-
-# Young multi-hued dragon
-R:556:0x80:0xE4
-
-# Raal's Tome of Destruction
-R:557:0x80:0xBF
-
-# Colossus
-R:558:0x80:0xE7
-
-# Young gold dragon
-R:559:0x80:0xE4
-
-# Mature blue dragon
-R:560:0x80:0xE4
-
-# Mature green dragon
-R:561:0x80:0xE4
-
-# Mature bronze dragon
-R:562:0x80:0xE4
-
-# Young red dragon
-R:563:0x80:0xE4
-
-# Nightblade
-R:564:0x80:0xE8
-
-# Trapper
-R:565:0x80:0xAE
-
-# Bodak
-R:566:0x80:0xF5
-
-# Time bomb
-R:567:0x80:0xAE
-
-# Mezzodaemon
-R:568:0x80:0xF5
-
-# Elder thing
-R:569:0x80:0xF5
-
-# Ice elemental
-R:570:0x80:0xC5
-
-# Necromancer
-R:571:0x81:0xBE
-
-# The Greater hell magic mushroom were-quylthulg
-R:572:0x80:0xD1
-
-# Lorgan, Chief of the Easterlings
-R:573:0x80:0xF0
-
-# Chaos spawn
-R:574:0x80:0xE5
-
-# Mummified troll
-R:575:0x80:0xFA
-
-# Fire angel
-R:576:0x80:0xE4
-
-# Crypt thing
-R:577:0x80:0xCC
-
-# Chaos butterfly
-R:578:0x80:0xC9
-
-# Time elemental
-R:579:0x80:0xC5
-
-# Flying polyp
-R:580:0x80:0xFE
-
-# The Queen Ant
-R:581:0x80:0xE1
-
-# Will o' the wisp
-R:582:0x80:0xC5
-
-# Shan
-R:583:0x80:0xC9
-
-# Magma elemental
-R:584:0x80:0xC5
-
-# Black pudding
-R:585:0x80:0xEA
-
-# Killer iridescent beetle
-R:586:0x80:0xCB
-
-# Nexus vortex
-R:587:0x80:0xF6
-
-# Plasma vortex
-R:588:0x80:0xF6
-
-# Mature red dragon
-R:589:0x80:0xE4
-
-# Mature gold dragon
-R:590:0x80:0xE4
-
-# Crystal drake
-R:591:0x80:0xE4
-
-# Mature black dragon
-R:592:0x80:0xE4
-
-# Mature multi-hued dragon
-R:593:0x80:0xE4
-
-# Sky whale
-R:594:0x80:0xFE
-
-# Draebor, the Imp
-R:595:0x80:0xF5
-
-# Mother Hydra
-R:596:0x80:0xF5
-
-# Death knight
-R:597:0x80:0xF0
-
-# Castamir the Usurper
-R:598:0x80:0xF0
-
-# Time vortex
-R:599:0x80:0xF6
-
-# Shimmering vortex
-R:600:0x80:0xF6
-
-# Ancient blue dragon
-R:601:0x80:0xC4
-
-# Ancient bronze dragon
-R:602:0x80:0xC4
-
-# Beholder
-R:603:0x80:0xE5
-
-# Emperor wight
-R:604:0x80:0xD7
-
-# Planetar
-R:605:0x80:0xC1
-
-# Vargo, Tyrant of Fire
-R:606:0x80:0xC5
-
-# Black wraith
-R:607:0x80:0xD7
-
-# Nightgaunt
-R:608:0x80:0xD5
-
-# Baron of hell
-R:609:0x80:0xD5
-
-# Medusa
-R:610:0x80:0xCD
-
-# Monastic lich
-R:611:0x80:0xCC
-
-# Nether wraith
-R:612:0x80:0xD7
-
-# Fire vampire
-R:613:0x80:0xD6
-
-# 7-headed hydra
-R:614:0x80:0xCD
-
-# Moire, Queen of Rebma
-R:615:0x80:0xC5
-
-# Kavlax the Many-Headed
-R:616:0x80:0xE4
-
-# Ancient white dragon
-R:617:0x80:0xC4
-
-# Ancient green dragon
-R:618:0x80:0xC4
-
-# Chthonian
-R:619:0x80:0xF7
-
-# Eldrak
-R:620:0x80:0xD4
-
-# Ettin
-R:621:0x80:0xD4
-
-# Night mare
-R:622:0x80:0xF1
-
-# Vampire lord
-R:623:0x80:0xD6
-
-# Ancient black dragon
-R:624:0x80:0xC4
-
-# Weird fume
-R:625:0x80:0xA3
-
-# Spawn of Ubbo-Sathla
-R:626:0x80:0xEA
-
-# Fat Man
-R:627:0x80:0xFB
-
-# Malekith the Accursed
-R:628:0x80:0xE8
-
-# Shadowfax, steed of Gandalf
-R:629:0x80:0xF1
-
-# Spirit troll
-R:630:0x80:0xD4
-
-# War troll
-R:631:0x80:0xD4
-
-# Disenchanter worm mass
-R:632:0x80:0xF7
-
-# Rotting quylthulg
-R:633:0x80:0xD1
-
-# Lesser titan
-R:634:0x80:0xD0
-
-# 9-headed hydra
-R:635:0x80:0xCD
-
-# Enchantress
-R:636:0x80:0xF0
-
-# Archpriest
-R:637:0x80:0xF0
-
-# Sorcerer
-R:638:0x80:0xF0
-
-# Xaren
-R:639:0x80:0xD8
-
-# Giant roc
-R:640:0x80:0xC2
-
-# Minotaur
-R:641:0x80:0xC8
-
-# Jasra, Brand's Mistress
-R:642:0x80:0xEE
-
-# Death drake
-R:643:0x80:0xC4
-
-# Ancient red dragon
-R:644:0x80:0xC4
-
-# Ancient gold dragon
-R:645:0x80:0xC4
-
-# Great crystal drake
-R:646:0x80:0xC4
-
-# Wyrd sister
-R:647:0x80:0xF0
-
-# Clubber demon
-R:648:0x80:0xD5
-
-# Death quasit
-R:649:0x80:0xF5
-
-# Giganto the Gargantuan
-R:650:0x80:0xFE
-
-# Strygalldwir
-R:651:0x80:0xD5
-
-# Fallen angel
-R:652:0x80:0xC1
-
-# Giant headless
-R:653:0x80:0xC8
-
-# Judge Fire
-R:654:0x80:0xF3
-
-# Ubbo-Sathla, the Unbegotten Source
-R:655:0x80:0xEA
-
-# Judge Mortis
-R:656:0x80:0xFA
-
-# Dark elven sorceror
-R:657:0x80:0xE8
-
-# Master lich
-R:658:0x80:0xCC
-
-# Byakhee
-R:659:0x80:0xD5
-
-# Eol the Dark Elf
-R:660:0x80:0xE8
-
-# Archon
-R:661:0x80:0xC1
-
-# Formless spawn of Tsathoggua
-R:662:0x80:0xD5
-
-# Hunting horror
-R:663:0x80:0xD5
-
-# Undead beholder
-R:664:0x80:0xE5
-
-# Shadow demon
-R:665:0x80:0xC7
-
-# Iron lich
-R:666:0x80:0xCC
-
-# Dread
-R:667:0x80:0xC7
-
-# Greater basilisk
-R:668:0x80:0xD2
-
-# Charybdis
-R:669:0x80:0xFE
-
-# Jack of Shadows
-R:670:0x80:0xF0
-
-# Zephyr Lord
-R:671:0x80:0xD7
-
-# Juggernaut of Khorne
-R:672:0x80:0xE7
-
-# Great Mumak
-R:673:0x80:0xF1
-
-# Judge Fear
-R:674:0x80:0xD7
-
-# Ancient multi-hued dragon
-R:675:0x80:0xC4
-
-# Ethereal dragon
-R:676:0x80:0xC4
-
-# Dark young of Shub-Niggurath
-R:677:0x80:0xA3
-
-# Colour out of space
-R:678:0x80:0xAE
-
-# Quaker, Master of Earth
-R:679:0x80:0xC5
-
-# Death leprechaun
-R:680:0x80:0xE8
-
-# Chaugnar Faugn, Horror from the Hills
-R:681:0x80:0xF1
-
-# Lloigor
-R:682:0x80:0xF6
-
-# Utgard-Loke
-R:683:0x80:0xD0
-
-# Quachil Uttaus, Treader of the Dust
-R:684:0x80:0xFA
-
-# Shoggoth
-R:685:0x80:0xEA
-
-# Judge Death
-R:686:0x80:0xD7
-
-# Ariel, Queen of Air
-R:687:0x80:0xC5
-
-# 11-headed hydra
-R:688:0x80:0xCD
-
-# High priest
-R:689:0x80:0xF0
-
-# Dreadmaster
-R:690:0x80:0xC7
-
-# Drolem
-R:691:0x80:0xE7
-
-# Scatha the Worm
-R:692:0x80:0xC4
-
-# Warrior of the Dawn
-R:693:0x80:0xF0
-
-# Lesser black reaver
-R:694:0x80:0xCC
-
-# Zoth-Ommog
-R:695:0x80:0xD2
-
-# Grand master thief
-R:696:0x80:0xF0
-
-# Smaug the Golden
-R:697:0x80:0xC4
-
-# The Stormbringer
-R:698:0x80:0xFC
-
-# Ultra-elite paladin
-R:699:0x80:0xF0
-
-# Leprechaun fanatic
-R:700:0x80:0xE8
-
-# Dracolich
-R:701:0x80:0xC4
-
-# Greater titan
-R:702:0x80:0xD0
-
-# Dracolisk
-R:703:0x80:0xC4
-
-# Fastitocalon
-R:704:0x80:0xC4
-
-# Spectral tyrannosaur
-R:705:0x80:0xD2
-
-# Yibb-Tstll the Patient One
-R:706:0x80:0xD0
-
-# Ghatanothoa
-R:707:0x80:0xC8
-
-# Ent
-R:708:0x80:0xA3
-
-# Hru
-R:709:0x80:0xD0
-
-# Itangast the Fire Drake
-R:710:0x80:0xC4
-
-# Death mold
-R:711:0x80:0xED
-
-# Fafner the Dragon
-R:712:0x80:0xC4
-
-# Charon the Boatsman
-R:713:0x80:0xD7
-
-# Quickbeam
-R:714:0x80:0xA3
-
-# Glaurung, Father of the Dragons
-R:715:0x80:0xC4
-
-# Behemoth
-R:716:0x80:0xC8
-
-# Garm, Guardian of Hel
-R:717:0x80:0xC3
-
-# Greater wall monster
-R:718:0x80:0xA3
-
-# Nycadaemon
-R:719:0x80:0xD5
-
-# Balrog
-R:720:0x80:0xD5
-
-# Goat of Mendes
-R:721:0x80:0xF1
-
-# Nightwing
-R:722:0x80:0xD7
-
-# Maulotaur
-R:723:0x80:0xC8
-
-# Nether hound
-R:724:0x80:0xDA
-
-# Time hound
-R:725:0x80:0xDA
-
-# Plasma hound
-R:726:0x80:0xDA
-
-# Demonic quylthulg
-R:727:0x80:0xD1
-
-# Great storm wyrm
-R:728:0x80:0xC4
-
-# Ulik the Troll
-R:729:0x80:0xD4
-
-# Baphomet the Minotaur Lord
-R:730:0x80:0xC8
-
-# Hell knight
-R:731:0x80:0xF0
-
-# Bull Gates
-R:732:0x80:0xF0
-
-# Santa Claus
-R:733:0x80:0xE8
-
-# Eihort, the Thing in the Labyrinth
-R:734:0x80:0xEA
-
-# The King in Yellow
-R:735:0x80:0xCC
-
-# Great unclean one
-R:736:0x80:0xD5
-
-# Lord of Chaos
-R:737:0x80:0xF0
-
-# Old Sorcerer
-R:738:0x80:0xF0
-
-# Hound of Tindalos
-R:739:0x80:0xDA
-
-# Lesser kraken
-R:740:0x80:0xFE
-
-# Great ice wyrm
-R:741:0x80:0xC4
-
-# Demilich
-R:742:0x80:0xCC
-
-# The Phoenix
-R:743:0x80:0xC2
-
-# Nightcrawler
-R:744:0x80:0xD7
-
-# Lord of Change
-R:745:0x80:0xC2
-
-# Keeper of Secrets
-R:746:0x80:0xC8
-
-# Shudde M'ell
-R:747:0x80:0xF7
-
-# Hand druj
-R:748:0x80:0xF3
-
-# Eye druj
-R:749:0x80:0xF3
-
-# Skull druj
-R:750:0x80:0xF3
-
-# Chaos vortex
-R:751:0x80:0xF6
-
-# Aether vortex
-R:752:0x80:0xF6
-
-# Nidhogg the Hel-Drake
-R:753:0x80:0xC4
-
-# The Lernean Hydra
-R:754:0x80:0xCD
-
-# Thuringwethil
-R:755:0x80:0xD6
-
-# Great hell wyrm
-R:756:0x80:0xC4
-
-# Hastur the Unspeakable
-R:757:0x80:0xC8
-
-# Bloodthirster
-R:758:0x80:0xD5
-
-# Draconic quylthulg
-R:759:0x80:0xD1
-
-# Nyogtha, the Thing that Should not Be
-R:760:0x80:0xEA
-
-# Ahtu, Avatar of Nyarlathotep
-R:761:0x80:0xA3
-
-# Fundin Bluecloak
-R:762:0x80:0xE8
-
-# The Philosophy Teacher
-R:763:0x80:0xF0
-
-# Uriel, Angel of Fire
-R:764:0x80:0xC1
-
-# Azriel, Angel of Death
-R:765:0x80:0xC1
-
-# Ancalagon the Black
-R:766:0x80:0xC4
-
-# Daoloth, the Render of the Veils
-R:767:0x80:0xD5
-
-# Nightwalker
-R:768:0x80:0xD7
-
-# Gabriel, the Messenger
-R:769:0x80:0xC1
-
-# Artsi the Champion of Chaos
-R:770:0x80:0xE8
-
-# Saruman of Many Colours
-R:771:0x80:0xF0
-
-# Harowen the Black Hand
-R:772:0x80:0xF0
-
-# The Physics Teacher
-R:773:0x80:0xF0
-
-# Shadowlord
-R:774:0x80:0xC7
-
-# Greater kraken
-R:775:0x80:0xFE
-
-# Archlich
-R:776:0x80:0xCC
-
-# The Cat Lord
-R:777:0x80:0xE6
-
-# Chaos beetle
-R:778:0x80:0xCB
-
-# Chaos hound
-R:779:0x80:0xDA
-
-# Vlad Dracula, Prince of Darkness
-R:780:0x80:0xD6
-
-# Ultimate beholder
-R:781:0x80:0xE5
-
-# Leviathan
-R:782:0x80:0xC4
-
-# Great Wyrm of Chaos
-R:783:0x80:0xC4
-
-# Great Wyrm of Law
-R:784:0x80:0xC4
-
-# Great Wyrm of Balance
-R:785:0x80:0xC4
-
-# Shambler
-R:786:0x80:0xC5
-
-# Hypnos, Lord of Sleep
-R:787:0x80:0xD0
-
-# Glaaki
-R:788:0x80:0xFE
-
-# T'ron, the rebel DragonRider
-R:789:0x80:0xC4
-
-# Great Wyrm of Many Colours
-R:790:0x80:0xC4
-
-# Mardra, rider of the Gold Loranth
-R:791:0x80:0xC4
-
-# Tselakus, the Dreadlord
-R:792:0x80:0xC7
-
-# Sky Drake
-R:793:0x80:0xC4
-
-# Eilinel the Entrapped
-R:794:0x80:0xF0
-
-# Tiamat, Celestial Dragon of Evil
-R:795:0x80:0xC4
-
-# The Norsa
-R:796:0x80:0xC8
-
-# Rhan-Tegoth
-R:797:0x80:0xD3
-
-# Black reaver
-R:798:0x80:0xCC
-
-# Troll High Priest
-R:799:0x80:0xD4
-
-# Master quylthulg
-R:800:0x80:0xD1
-
-# Greater draconic quylthulg
-R:801:0x80:0xD1
-
-# Greater rotting quylthulg
-R:802:0x80:0xD1
-
-# Null the Living Void
-R:803:0x80:0xAE
-
-# Vecna, the Emperor Lich
-R:804:0x80:0xCC
-
-# Omarax the Eye Tyrant
-R:805:0x80:0xE5
-
-# Tsathoggua, the Sleeper of N'kai
-R:806:0x80:0xF2
-
-# Greater Balrog
-R:807:0x80:0xD5
-
-# Ungoliant, the Unlight
-R:808:0x80:0xD3
-
-# Atlach-Nacha, the Spider God
-R:809:0x80:0xD3
-
-# Y'golonac
-R:810:0x80:0xC8
-
-# Aether hound
-R:811:0x80:0xDA
-
-# Warp demon
-R:812:0x80:0xD5
-
-# Serpent of Chaos
-R:813:0x80:0xCA
-
-# Yig, Father of Serpents
-R:814:0x80:0xD2
-
-# Unmaker
-R:815:0x80:0xC5
-
-# Cyberdemon
-R:816:0x80:0xD5
-
-# Hela, Queen of the Dead
-R:817:0x80:0xF0
-
-# The Mouth of Sauron
-R:818:0x80:0xF0
-
-# Klingsor, Evil Master of Magic
-R:819:0x80:0xF0
-
-# Lessa, rider of the Gold Ramoth
-R:820:0x80:0xC4
-
-# The Emperor Quylthulg
-R:821:0x80:0xD1
-
-# Qlzqqlzuup, the Lord of Flesh
-R:822:0x80:0xD1
-
-# Cthugha, the Living Flame
-R:823:0x80:0xC5
-
-# F'lar, rider of the Bronze Mnementh
-R:824:0x80:0xC4
-
-# Maeglin, Betrayer of Gondolin
-R:825:0x80:0xE8
-
-# Cyaegha
-R:826:0x80:0xE5
-
-# Pazuzu, Lord of Air
-R:827:0x80:0xC2
-
-# Ithaqua the Windwalker
-R:828:0x80:0xD9
-
-# Hell hound
-R:829:0x80:0xC3
-
-# Cantoras, the Skeletal Lord
-R:830:0x80:0xF3
-
-# Mephistopheles, Lord of Hell
-R:831:0x80:0xD5
-
-# Godzilla
-R:832:0x80:0xD2
-
-# Abhoth, Source of Uncleanness
-R:833:0x80:0xCA
-
-# Ymir the Ice Giant
-R:834:0x80:0xD0
-
-# Loki the Trickster
-R:835:0x80:0xD0
-
-# Star-spawn of Cthulhu
-R:836:0x80:0xD5
-
-# Surtur the Giant Fire Demon
-R:837:0x80:0xD0
-
-# The Tarrasque
-R:838:0x80:0xD2
-
-# Lungorthin, the Balrog of White Fire
-R:839:0x80:0xD5
-
-# Draugluin, Sire of All Werewolves
-R:840:0x80:0xC3
-
-# Shuma-Gorath
-R:841:0x80:0xE5
-
-# Tulzscha, the Green Flame
-R:842:0x80:0xC5
-
-# Oremorj the Cyberdemon Lord
-R:843:0x80:0xD5
-
-# Feagwath the Undead Sorceror
-R:844:0x80:0xCC
-
-# Yog-Sothoth, the All-in-One
-R:845:0x80:0xEA
-
-# Fenris Wolf
-R:846:0x80:0xC3
-
-# Great Wyrm of Power
-R:847:0x80:0xC4
-
-# Shub-Niggurath, Black Goat of the Woods
-R:848:0x80:0xD5
-
-# Nodens, Lord of the Great Abyss
-R:849:0x80:0xD0
-
-# Carcharoth, the Jaws of Thirst
-R:850:0x80:0xC3
-
-# Nyarlathotep, the Crawling Chaos
-R:851:0x80:0xD5
-
-# Azathoth, the Daemon Sultan
-R:852:0x80:0xC5
-
-# Cerberus, Guardian of Hades
-R:853:0x80:0xC3
-
-# Jormungand the Midgard Serpent
-R:854:0x80:0xCA
-
-# The Destroyer
-R:855:0x80:0xE7
-
-# Gothmog, the High Captain of Balrogs
-R:856:0x80:0xD5
-
-# Great Cthulhu
-R:857:0x80:0xD5
-
-# Sorka, rider of the Gold Faranth
-R:858:0x80:0xC4
-
-# The Unicorn of Order
-R:859:0x80:0xF1
-
-# Sauron, the Sorcerer
-R:860:0x80:0xF0
-
-# Dark God, the Mighty Coder of Hell
-R:861:0x80:0xD0
-
-# Morgoth, Lord of Darkness
-R:862:0x80:0xD0
-
-# Human Warrior
-R:863:0x81:0xB7
-
-# Elven Archer
-R:864:0x81:0xC0
-
-# Dwarven Warrior
-R:865:0x80:0xE8
-
-# Mountain Orc
-R:866:0x80:0xEF
-
-# The Philosophy Teacher
-R:867:0x80:0xD0
-
-# The Variant Maintainer
-R:868:0x80:0xF0
-
-# Random Number Generator
-R:869:0x80:0xC9
-
-# Rocket mine
-R:870:0x80:0xAE
-
-# Bouncing mine
-R:871:0x80:0xAE
-
-# Muar, the Balrog
-R:872:0x80:0xD5
-
-# The Icky Queen
-R:873:0x80:0xE9
-
-# Ratmold
-R:874:0x80:0xED
-
-# Death
-R:875:0x80:0xC7
-
-# Famine
-R:876:0x80:0xC7
-
-# Pestilence
-R:877:0x80:0xC7
-
-# War
-R:878:0x80:0xC7
-
-# Pike
-R:879:0x80:0xFE
-
-# Electric eel
-R:880:0x80:0xFE
-
-# Giant crayfish
-R:881:0x80:0xFE
-
-# Mermaid
-R:882:0x80:0xE8
-
-# Merman
-R:883:0x80:0xE8
-
-# Big Pirahna
-R:884:0x80:0xFE
-
-# Lizard man
-R:885:0x80:0xE8
-
-# Frogman
-R:886:0x80:0xE8
-
-# Frogman warrior
-R:887:0x80:0xE8
-
-# Frogman shaman
-R:888:0x80:0xE8
-
-# Small medusa
-R:889:0x80:0xD1
-
-# Sand mite
-R:890:0x80:0xFE
-
-# Octopus
-R:891:0x80:0xD1
-
-# Kraken
-R:892:0x80:0xD1
-
-# Aquatic beholder
-R:893:0x80:0xE5
-
-# Murk dweller
-R:894:0x80:0xD3
-
-# Drowned soul
-R:895:0x80:0xC7
-
-# Tiger shark
-R:896:0x80:0xFE
-
-# Hammerhead shark
-R:897:0x80:0xFE
-
-# Great white shark
-R:898:0x80:0xFE
-
-# Aquatic golem
-R:899:0x80:0xE7
-
-# Aquatic kobold
-R:900:0x80:0xEB
-
-# Elder kraken
-R:901:0x80:0xD1
-
-# Aquatic troll
-R:902:0x80:0xD4
-
-# Elder aquatic beholder
-R:903:0x80:0xE5
-
-# Abysmal elf
-R:904:0x80:0xE8
-
-# Abysmal elven warrior
-R:905:0x80:0xE8
-
-# Abysmal elven shaman
-R:906:0x80:0xE8
-
-# Stargazer
-R:907:0x80:0xFE
-
-# Elder stargazer
-R:908:0x80:0xFE
-
-# Flounder
-R:909:0x80:0xFE
-
-# Giant turtle
-R:910:0x80:0xD2
-
-# Baby abysmal dragon
-R:911:0x80:0xE4
-
-# Young abysmal dragon
-R:912:0x80:0xE4
-
-# Mature abysmal dragon
-R:913:0x80:0xE4
-
-# Ancient abysmal dragon
-R:914:0x80:0xC4
-
-# Dragon turtle
-R:915:0x80:0xD2
-
-# Undead stargazer
-R:916:0x80:0xFE
-
-# Killer whale
-R:917:0x80:0xFE
-
-# Undead killer whale
-R:918:0x80:0xC7
-
-# Aquatic naga
-R:919:0x80:0xEE
-
-# Devilfish
-R:920:0x80:0xFE
-
-# Undead devilfish
-R:921:0x80:0xFE
-
-# Devilfish beholder
-R:922:0x80:0xE5
-
-# Aquatic hound
-R:923:0x80:0xDA
-
-# Aquatic demon
-R:924:0x80:0xD5
-
-# Aquatic demonlord
-R:925:0x80:0xD5
-
-# Manta ray
-R:926:0x80:0xFE
-
-# Undead manta ray
-R:927:0x80:0xFE
-
-# Mathilde, the Science Student
-R:928:0x80:0xE8
-
-# Child spirit
-R:929:0x80:0xC7
-
-# Young spirit
-R:930:0x80:0xC7
-
-# Mature spirit
-R:931:0x80:0xC7
-
-# Experienced spirit
-R:932:0x80:0xC7
-
-# Wise spirit
-R:933:0x80:0xC7
-
-# Fangorn the Treebeard
-R:934:0x80:0xA3
-
-# Gandalf the Grey
-R:935:0x80:0xF0
-
-# Nar, the Dwarf
-R:936:0x80:0xE8
-
-# Black troll
-R:937:0x80:0xD4
-
-# Troll Clan Chief
-R:938:0x80:0xD4
-
-# Troll King
-R:939:0x80:0xD4
-
-# Blue Firelizard
-R:940:0x80:0xE4
-
-# Green Firelizard
-R:941:0x80:0xE4
-
-# Brown Firelizard
-R:942:0x80:0xE4
-
-# Bronze Firelizard
-R:943:0x80:0xE4
-
-# Gold Firelizard
-R:944:0x80:0xE4
-
-# High-elven ranger
-R:945:0x80:0xE8
-
-# Uvatha the Horseman
-R:946:0x80:0xD7
-
-# Adunaphel the Quiet
-R:947:0x80:0xD7
-
-# Akhorahil the Blind
-R:948:0x80:0xD7
-
-# Ren the Unclean
-R:949:0x80:0xD7
-
-# Ji Indur Dawndeath
-R:950:0x80:0xD7
-
-# Dwar, Dog Lord of Waw
-R:951:0x80:0xD7
-
-# Hoarmurath of Dir
-R:952:0x80:0xD7
-
-# Khamul the Easterling
-R:953:0x80:0xD7
-
-# Murazor, the Witch-King of Angmar
-R:954:0x80:0xD7
-
-# Green DragonRider
-R:955:0x80:0xC4
-
-# Blue DragonRider
-R:956:0x80:0xC4
-
-# Brown DragonRider
-R:957:0x80:0xC4
-
-# Bronze DragonRider
-R:958:0x80:0xC4
-
-# Gold DragonRider
-R:959:0x80:0xC4
-
-# Thread
-R:960:0x80:0xED
-
-# Gorlim, Betrayer of Barahir
-R:961:0x80:0xF0
-
-# The Blubbering idiot, agent of black market, Simon the weak
-R:962:0x80:0xF4
-
-# Aranea
-R:963:0x80:0xD3
-
-# Elder aranea
-R:964:0x80:0xD3
-
-# Greater Aranea
-R:965:0x80:0xD3
-
-# Dolphiner
-R:966:0x80:0xF0
-
-# XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
-R:967:0x80:0xC0
-
-# XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
-R:968:0x80:0xC0
-
-# XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
-R:969:0x80:0xC0
-
-# XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
-R:970:0x80:0xC0
-
-# XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
-R:971:0x80:0xC0
-
-# XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
-R:972:0x80:0xC0
-
-# XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
-R:973:0x80:0xC0
-
-# XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
-R:974:0x80:0xC0
-
-# XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
-R:975:0x80:0xC0
-
-# XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
-R:976:0x80:0xC0
-
-# XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
-R:977:0x80:0xC0
-
-# Moldoux, the Defenceless Mold
-R:978:0x80:0xED
-
-# Ben Harrison
-R:979:0x80:0xF0
-
-# Ar-Pharazon the Golden
-R:980:0x80:0xF0
-
-# Doppleganger
-R:981:0x80:0xC0
-
-# Marylene, Heartbreakeress of the Netherworld
-R:982:0x80:0xD0
-
-# The Greater Lag Monster
-R:983:0x80:0xD5
-
-# Khim, Son of Mim
-R:984:0x80:0xE8
-
-# Bullroarer the Hobbit
-R:985:0x80:0xE8
-
-# 3-headed hydra
-R:986:0x80:0xCD
-
-# Uldor the Accursed
-R:987:0x80:0xF0
-
-# Mystic
-R:988:0x80:0xF0
-
-# Invisible stalker
-R:989:0x80:0xC5
-
-# Ulfang the Black
-R:990:0x80:0xF0
-
-# Demonologist
-R:991:0x80:0xF0
-
-# Hezrou
-R:992:0x80:0xD5
-
-# Glabrezu
-R:993:0x80:0xD5
-
-# Nalfeshnee
-R:994:0x80:0xD5
-
-# Marilith
-R:995:0x80:0xD5
-
-# Lesser Balrog
-R:996:0x80:0xD5
-
-# Master mystic
-R:997:0x80:0xF0
-
-# Grand master mystic
-R:998:0x80:0xF0
-
-# Erinyes
-R:999:0x80:0xD5
-
-# Medusa, the Gorgon
-R:1000:0x80:0xEE
-
-# Vrock
-R:1001:0x80:0xD5
-
-# Solar
-R:1002:0x80:0xC1
-
-# Ethereal hound
-R:1003:0x80:0xDA
-
-# Dreadlord
-R:1004:0x80:0xC7
-
-# Redweed
-R:1005:0x81:0xB0
-
-# The Rat King
-R:1006:0x80:0xF2
-
-# Vort the Kobold Queen
-R:1007:0x80:0xEB
-
-# Giant cockroach
-R:1008:0x80:0xC9
-
-# Fire Phantom
-R:1009:0x80:0xC7
-
-# The Insane Player
-R:1010:0x80:0xF0
-
-# Glaryssa, Succubus Queen
-R:1011:0x80:0xD5
-
-# Vermicious Knid
-R:1012:0x80:0xCF
-
-# Bone golem
-R:1013:0x80:0xE7
-
-# Snake of Yig
-R:1014:0x80:0xCA
-
-# Wild Man
-R:1015:0x80:0xE8
-
-# Dimensional shambler
-R:1016:0x80:0xE8
-
-# Cultist
-R:1017:0x80:0xF0
-
-# Cult leader
-R:1018:0x80:0xF0
-
-# Servitor of the outer gods
-R:1019:0x80:0xD5
-
-# Avatar of Nyarlathotep
-R:1020:0x80:0xF0
-
-# Fthagghua, Lord of the fire vampires
-R:1021:0x80:0xD5
-
-# Hypnos
-R:1022:0x80:0xF0
-
-# Blue Dragon Worm
-R:1023:0x80:0xF7
-
-# White Dragon Worm
-R:1024:0x80:0xF7
-
-# Red Dragon Worm
-R:1025:0x80:0xF7
-
-# Black Dragon Worm
-R:1026:0x80:0xF7
-
-# Green Dragon Worm
-R:1027:0x80:0xF7
-
-# Multi-hued Dragon Worm
-R:1028:0x80:0xF7
-
-# The Baby Minotaur
-R:1029:0x80:0xC8
-
-# The Sandworm Queen
-R:1030:0x80:0xF7
-
-# Sandworm
-R:1031:0x80:0xF7
-
-# Nobody, the Undefined Ghost
-R:1032:0x80:0xC7
-
-
-
-
-
diff --git a/lib/mods/theme/pref/graf-mac.prf b/lib/mods/theme/pref/graf-mac.prf
deleted file mode 100644
index 7bb84141..00000000
--- a/lib/mods/theme/pref/graf-mac.prf
+++ /dev/null
@@ -1,15 +0,0 @@
-# File: graf-mac.prf
-
-#
-# This file defines special attr/char mappings for use in "graphics" mode
-#
-# See "lib/help/command.txt" and "src/files.c" for more information.
-#
-
-# Standard file
-?:[EQU $GRAF old]
-%:graf-xxx.prf
-
-# New tiles
-?:[EQU $GRAF new]
-%:graf-new.prf
diff --git a/lib/mods/theme/pref/graf-new.prf b/lib/mods/theme/pref/graf-new.prf
deleted file mode 100644
index 2fb1b215..00000000
--- a/lib/mods/theme/pref/graf-new.prf
+++ /dev/null
@@ -1,6934 +0,0 @@
-# PRF file generated by Andreas Koch`s Tile Assigner
-# at 03.12.02 , 17:18:08 by Ja with version 1.7c
-
-# 2460 items
-# 2312 probably mapped correctly
-# 147 imported but not yet defined
-# 1 defined to value(s) lower than 0x80
-# Old header :
-# File: graf-new.prf
-#
-# This file defines special attr/char mappings for use in "graphics" mode
-# with Adam Bolt's 16x16 tiles.
-#
-# By Robert Ruehlmann < rr9@angband.org >
-#
-# See "lib/help/command.txt" and "src/files.c" for more information.
-#
-
-# General Store
-B:0:0x82/0x87
-
-# Armoury
-B:1:0x82/0x88
-
-# Weaponsmith
-B:2:0x82/0x89
-
-# Temple
-B:3:0x82/0x8A
-
-# Alchemy shop
-B:4:0x82/0x8B
-
-# Magic shop
-B:5:0x82/0x8C
-
-# Black Market
-B:6:0x82/0x8D
-
-# Home
-B:7:0x82/0x8E
-
-# Book Store
-B:8:0x82/0x8F
-
-# Pet Shop
-B:9:0x82/0x90
-
-# Mayor's Office
-B:10:0x86/0xA0
-
-# Inn
-B:11:0x86/0xA1
-
-# The Soothsayer
-B:12:0x86/0xA2
-
-# Library
-B:13:0x86/0xA3
-
-# Castle
-B:14:0x86/0xA4
-
-# Casino
-B:15:0x86/0xA5
-
-# Beastmaster Shanty
-B:16:0x86/0xA6
-
-# Fighters Hall
-B:17:0x86/0xA7
-
-# Tower of Magery
-B:18:0x86/0xA8
-
-# Inner Temple
-B:19:0x86/0xA9
-
-# Paladins Guild
-B:20:0x86/0xAA
-
-# Rangers Guild
-B:21:0x86/0xAB
-
-# Thunderlords' Hide
-B:22:0x86/0xAC
-
-# The Mirror
-B:23:0x86/0xAD
-
-# Seat of Ruling
-B:24:0x86/0xAE
-
-# Wizards Spire
-B:25:0x86/0xAF
-
-# Priests Circle
-B:26:0x86/0xB0
-
-# Tower of the King
-B:27:0x86/0xB1
-
-# Library
-B:28:0x86/0xA3
-
-# The White Tree
-B:29:0x86/0xB2
-
-# Craftsmaster
-B:30:0x86/0xB3
-
-# Earth-Dome (Nature)
-B:31:0x86/0xB4
-
-# Minstrels Haven
-B:32:0x86/0xB5
-
-# Star-Dome
-B:33:0x86/0xB6
-
-# Valarin Temple
-B:34:0x86/0xB7
-
-# Sea-Dome
-B:35:0x86/0xB8
-
-# The Golden Flower
-B:36:0x86/0xB9
-
-# The Fountain
-B:37:0x86/0xBA
-
-# Axe Smith
-B:38:0x86/0xBB
-
-# Hafted Smith
-B:39:0x86/0xBC
-
-# Polearm Smith
-B:40:0x86/0xBD
-
-# Sword Smith
-B:41:0x86/0xBE
-
-# Rare Jewelry Shop
-B:42:0x86/0xBF
-
-# Jewelry Shop
-B:43:0x87/0xA0
-
-# Footwear Shop
-B:44:0x87/0xA1
-
-# Rare Footwear Shop
-B:45:0x87/0xA2
-
-# Library
-B:46:0x86/0xA3
-
-# Forbidden Library
-B:47:0x87/0xA3
-
-# Expensive Black Market
-B:48:0x87/0xA4
-
-# Common Shop
-B:49:0x87/0xA5
-
-# Dragon Hunter
-B:50:0x87/0xA6
-
-# Speed Ring Market
-B:51:0x87/0xA7
-
-# Scribe
-B:52:0x87/0xA8
-
-# Potion Store
-B:53:0x87/0xA9
-
-# Recaller
-B:54:0x87/0xAA
-
-# Master Archer
-B:55:0x87/0xAB
-
-# Merchants Guild
-B:56:0x87/0xAC
-
-# The Mathom-house
-B:57:0x87/0xAD
-
-# The Prancing Pony
-B:58:0x86/0xA1
-
-# Mining Supply store
-B:59:0x86/0xB3
-
-# Library quest in Minas Anor
-B:60:0x86/0xA3
-
-# Hunting Supply Store
-B:61:0x87/0xAB
-
-# Runic Magic Shop
-B:62:0x82/0x8C
-
-# Construction Supply Store
-B:63:0x86/0xB3
-
-# Music Store
-B:64:0x86/0xB5
-
-# Magic Rod Market
-B:65:0x82/0x8C
-
-# Map store
-B:66:0x86/0xA3
-
-# Farm
-B:67:0x87/0xA5
-
-#Pelargir inn - The Grey Swan
-B:68:0x86/0xA1
-
-#Caras Galadhon inn - The Garden
-B:69:0x86/0xA1
-
-#Khazad Dum inn - The Mithril Lode
-B:70:0x86/0xA1
-
-#Dale inn - The Builder Barracks
-B:71:0x86/0xA1
-
-#Edoras inn - The Horse and Ox
-B:72:0x86/0xA1
-
-#Esgaroth inn - The Dancing Dragon
-B:73:0x86/0xA1
-
-#Hobbiton inn - The Green Dragon
-B:74:0x86/0xA1
-
-#Osgiliath inn - The Twinkling Star
-B:75:0x86/0xA1
-
-#The House of Beorn
-B:76:0x86/0xA0
-
-#Bard's Hut
-B:77:0x86/0xA0
-
-#The Ranger Conclave
-B:78:0x86/0xA0
-
-#Imladris
-B:79:0x86/0xA0
-
-#The Hornburg
-B:80:0x86/0xA0
-
-#Thranduil's Hall
-B:81:0x86/0xA0
-
-#Meduseld
-B:82:0x86/0xA0
-
-#The Master's House
-B:83:0x86/0xA0
-
-#Bag End
-B:84:0x86/0xA0
-
-#The Castle of Stars
-B:85:0x86/0xA0
-
-#The Prince's Tower
-B:86:0x86/0xA0
-
-#The Seat of Durin
-B:87:0x86/0xA0
-
-### The forge in Imladris
-B:88:0x86/0xB3
-
-# nothing
-F:0:0x80/0x80
-
-# open floor
-F:1:0x80/0x81
-
-# fountain
-F:2:0xC3/0x9A
-
-# glyph of warding
-F:3:0x8D/0x95
-
-# open door
-F:4:0x82/0x84
-
-# broken door
-F:5:0x82/0x85
-
-# up staircase
-F:6:0x80/0x96
-
-# down staircase
-F:7:0x80/0x99
-
-# quest entrance
-F:8:0x80/0x9A
-
-# quest exit
-F:9:0x80/0x97
-
-# quest down level
-F:10:0x80/0x9B
-
-# quest up level
-F:11:0x80/0x98
-
-# town exit
-F:12:0x82/0x84
-
-# shaft down
-F:13:0xC3/0x84
-
-# shaft up
-F:14:0xC3/0x85
-
-# fountain
-F:15:0xC3/0x99
-
-# web
-F:16:0x81/0x8C
-
-# trap
-F:17:0x81/0x89
-
-# visible trap -- spiked pit
-F:18:0x81/0x89
-
-# visible trap -- poison pit
-F:19:0x81/0x89
-
-# visible trap -- rune -- summon
-F:20:0x81/0x8F
-
-# visible trap -- rune -- teleport
-F:21:0x81/0x92
-
-# visible trap -- spot -- fire
-F:22:0x81/0x86
-
-# visible trap -- spot -- acid
-F:23:0x81/0x86
-
-# visible trap -- dart -- slow
-F:24:0x81/0x80
-
-# visible trap -- dart -- lose str
-F:25:0x81/0x80
-
-# visible trap -- dart -- lose dex
-F:26:0x81/0x80
-
-# visible trap -- dart -- lose con
-F:27:0x81/0x80
-
-# visible trap -- gas -- blind
-F:28:0x81/0x83
-
-# visible trap -- gas -- confuse
-F:29:0x81/0x83
-
-# visible trap -- gas -- poison
-F:30:0x81/0x83
-
-# visible trap -- gas -- sleep
-F:31:0x81/0x83
-
-# door
-F:32:0x82/0x83
-
-# locked door
-F:33:0x82/0x83
-F:34:0x82/0x83
-F:35:0x82/0x83
-F:36:0x82/0x83
-F:37:0x82/0x83
-F:38:0x82/0x86
-F:39:0x82/0x86
-
-# jammed door
-F:40:0x82/0x83
-F:41:0x82/0x83
-F:42:0x82/0x83
-F:43:0x82/0x83
-F:44:0x82/0x83
-F:45:0x82/0x86
-F:46:0x82/0x86
-F:47:0x82/0x86
-
-# secret door
-F:48:0x80/0x84
-
-# pile of rubble
-F:49:0x80/0x9C
-
-# magma vein
-F:50:0x80/0x8D
-
-# quartz vein
-F:51:0x80/0x87
-
-# magma vein
-F:52:0x80/0x90
-
-# quartz vein
-F:53:0x80/0x87
-
-# magma vein with treasure
-F:54:0x80/0x90
-
-# quartz vein with treasure
-F:55:0x80/0x8A
-
-# granite wall
-F:56:0x80/0x84
-F:57:0x80/0x84
-F:58:0x80/0x84
-F:59:0x80/0x84
-
-# permanent wall
-F:60:0x80/0x93
-F:61:0x80/0x93
-F:62:0x80/0x93
-F:63:0x80/0x93
-
-# explosive rune
-F:64:0x8D/0x9E
-
-# Straight Road startpoint
-F:65:0x81/0x95
-
-# section of the Straight Road
-F:66:0x81/0x95
-F:67:0x81/0x95
-F:68:0x81/0x95
-F:69:0x81/0x95
-F:70:0x81/0x95
-
-# section of the Straight Road (discharged)
-F:71:0x81/0x98
-
-# Straight Road exit
-F:72:0x81/0x9B
-
-# corrupted section of the Straight Road
-F:73:0x81/0x9E
-
-# Building
-F:74:0x82/0x93
-
-# permanent wall
-F:75:0x82/0x93
-F:76:0x82/0x94
-F:77:0x82/0x95
-F:78:0x82/0x96
-
-#Elanor
-F:79:0xC6:0xA0
-
-#Fumellar
-F:80:0xC6:0xA1
-
-#Anemones
-F:81:0xC6:0xA2
-
-#Niphredil
-F:82:0xC6:0xA3
-
-#Iris
-F:83:0xC6:0xA4
-
-# stream of shallow water
-F:84:0xB4/0x97
-
-# pool of deep lava
-F:85:0x83/0x8D
-
-# stream of shallow lava
-F:86:0xB4/0x9A
-
-# dark pit
-F:87:0x80/0x80
-
-# dirt
-F:88:0xB4/0x91
-
-# patch of grass
-F:89:0xB4/0x94
-
-# ice
-F:90:0xC3/0x83
-
-# sand
-F:91:0xC3/0x88
-
-# dead tree
-F:92:0xC3/0x98
-
-# ash
-F:93:0xC3/0x97
-
-# mud
-F:94:0xC3/0x96
-
-# ice wall
-F:95:0xC5/0x92
-
-# tree
-F:96:0x82/0x9A
-
-# mountain chain
-F:97:0x8D/0x98
-
-# sandwall
-F:98:0xC3/0x86
-F:99:0xC3/0x86
-
-# sandwall with treasure
-F:100:0xC3/0x87
-
-# high mountain chain
-F:101:0xC3/0x9E
-
-# nether mist
-F:102:0xC3/0x9F
-
-# molten glass wall
-F:103:0xC0/0x9F
-
-# Void Jumpgate
-F:160:0x91/0x84
-
-# Altar of Being
-F:161:0xC1/0x8E
-
-# Altar of Winds
-F:162:0xB5/0x8A
-
-# Altar of Force
-F:163:0xB5/0x86
-
-# Altar of Darkness
-F:164:0xB5/0x86
-
-# Altar of Nature
-F:165:0xB5/0x91
-
-# Altar of Sun
-F:166:0xB5/0x8F
-
-# Altar of Rage
-F:167:0xB5/0x8C
-
-# Altar of Winds
-F:168:0xB5/0x92
-
-# Altar of Stars
-F:169:0xC1/0x8F
-
-# Altar of Being
-F:170:0xB5/0x8D
-
-# Altar of Randomness
-F:171:0xB5/0x88
-
-# floor
-F:172:0x80/0x81
-
-# Underground Tunnel
-F:173:0x80/0x82
-
-# stream of tainted water
-F:174:0xAF/0x8E
-
-# monster trap
-F:175:0x81/0x9C
-
-# Void Jumpgate
-F:176:0xAF/0x8C
-
-# lava wall
-F:177:0xC6/0x8C
-
-# Great Fire
-F:178:0xC6/0x8A
-
-# path to the next area
-F:179:0x88/0xA1
-
-# path to the previous area
-F:180:0x88/0xA0
-
-# field
-F:181:0x88/0xA2
-
-# Ekkaia, the Encircling Sea
-F:182:0x88/0xA3
-
-# Altar of Energy
-F:183:0xB5/0x9A
-
-# Altar of Matter
-F:184:0xB5/0x9B
-
-# Altar of Being
-F:185:0xB5/0x9C
-
-# Altar of Unbeing
-F:186:0xB5/0x9D
-
-# pool of deep water
-F:187:0x83/0x80
-
-# glass wall
-F:188:0xC0/0x9F
-
-# illusion wall
-F:189:0x80/0x84
-
-# Grass roof
-F:190:0xC2/0x80
-
-# grass roof top
-F:191:0xC2/0x81
-
-# grass roof chimney
-F:192:0xC2/0x82
-
-# brick roof
-F:193:0xC3/0x80
-
-# brick roof top
-F:194:0xC3/0x81
-
-# brick roof chimney
-F:195:0xC3/0x82
-
-# window
-F:196:0xC2/0x83
-
-# small window
-F:197:0xC2/0x84
-
-# rain barrel
-F:198:0xC2/0x85
-
-# grass with flowers
-F:199:0xC2/0x86
-
-# cobblestone road
-F:200:0xC2/0x87
-
-# cobblestone with outlet
-F:201:0xC2/0x88
-
-# small tree
-F:202:0x82/0x9D
-
-# town
-F:203:0xC3/0x95
-
-# Underground Tunnel
-F:204:0x80/0x82
-
-# a blazing fire
-F:205:0xC6/0x8A
-
-# pile of rubble
-F:206:0xC6/0x8B
-
-# rocky ground
-F:207:0x8D/0xA0
-
-# cloud-like vapour
-F:208:0x8D/0xA1
-
-# condensing water
-F:209:0x8D/0xA2
-
-# dense mist
-F:210:0x8D/0xA3
-
-# hail-stone wall
-F:211:0x8D/0xA4
-
-# dead small tree
-F:212:0xC6:0xA5
-
-# low hill
-F:213:0xC6:0xA6
-
-# dark mountain chain
-F:214:0xC6:0xA7
-
-# blue mountain chain
-F:215:0xC6:0xA8
-
-# grey mountain chain
-F:216:0xC6:0xA9
-
-# part of Mount Doom
-F:217:0xC6:0xAA
-
-# snow-capped peak
-F:218:0xC3:0x9E
-
-# fir tree
-F:219:0xC6:0xAB
-
-# section of a flet
-F:220:0xC6:0xAC
-
-# light post
-F:221:0xC6:0xAD
-
-# water lily
-F:222:0xC6:0xAE
-
-# part of the Dead Marshes
-F:223:0xC6:0xAF
-
-# Black Gate
-F:224:0xC6:0xB0
-
-# river
-F:225:0xC6:0xB1
-
-# swamp pool
-F:226:0xC6:0xB2
-
-# stream of the Anduin river
-F:227:0xC6:0xB3
-
-# road sign that says 'Hurry to Gondolin!'
-F:228:0xC6:0xB4
-
-# beehive
-F:229:0xC6:0xB5
-
-# dirt road
-F:230:0xC6:0xB6
-
-# wide gate
-F:231:0xC6:0xB7
-
-# open gate
-F:232:0xC6:0xB8
-
-# wooden board
-F:233:0xC6:0xB9
-
-# wooden board
-F:234:0xC6:0xBA
-
-# wooden board
-F:235:0xC6:0xBB
-
-# wooden board
-F:236:0xC6:0xBC
-
-# white tree
-F:237:0xC6:0xBD
-
-# swift waterfall
-F:238:0xC6:0xBE
-
-# slippery rock ledge
-F:239:0xC5:0xA0
-
-# stable
-F:240:0xC5:0xA1
-
-# wooden plank
-F:241:0xC5:0xA2
-
-# fosse pit
-F:242:0xC5:0xA3
-
-# Mallorn
-F:243:0xC5:0xA4
-
-# copper pillar
-F:244:0xC5:0xBC
-
-# ethereal wall
-F:245:0x80/0x81
-
-# glacial wall
-F:246:0xC5/0x92
-
-# battlement
-F:247:0xC5:0xBD
-
-# dark pit
-F:248:0x82/0x84
-
-# Skeleton
-G:M:1:0xC6/0x91
-
-# Zombie
-G:M:2:0xC6/0x92
-
-# Lich
-G:M:3:0xC6/0x93
-
-# Spectral
-G:M:4:0xC6/0x94
-
-# Captain
-G:M:5:0xC6/0x95
-
-# Chieftain
-G:M:6:0xC6/0x96
-
-# Shaman
-G:M:7:0xC6/0x97
-
-# Priest
-G:M:8:0xC6/0x98
-
-# Mage
-G:M:9:0xC6/0x99
-
-# Archer
-G:M:10:0xC6/0x9A
-
-# Rogue
-G:M:11:0xC6/0x9B
-
-# Inertia Ball Trap
-G:T:95:0x82/0xBF
-
-# something
-K:0:0x01:0x20
-
-# Blindness
-K:1:0x85:0x94
-
-# Fear
-K:2:0x85:0x94
-
-# Confusion
-K:3:0x85:0x94
-
-# Hallucination
-K:4:0x85:0x94
-
-# Cure Poison
-K:5:0x85:0x94
-
-# Cure Blindness
-K:6:0x85:0x94
-
-# Cure Fear
-K:7:0xC6:0x83
-
-# Cure Confusion
-K:8:0x85:0x94
-
-# Weakness
-K:9:0x85:0x94
-
-# Unhealth
-K:10:0x85:0x94
-
-# Restore Constitution
-K:11:0x85:0x94
-
-# Restoring
-K:12:0x85:0x94
-
-# Stupidity
-K:13:0x85:0x94
-
-# Naivety
-K:14:0x85:0x94
-
-# Poison
-K:15:0x85:0x94
-
-# Sickness
-K:16:0x85:0x94
-
-# Paralysis
-K:17:0x85:0x94
-
-# Restore Strength
-K:18:0x85:0x94
-
-# Disease
-K:19:0x85:0x94
-
-# Cure Serious Wounds
-K:20:0x85:0x94
-
-# & Ration~ of Cram
-K:21:0x8E:0x84
-
-# & Round Seed-Cake~
-K:22:0x8E:0x82
-
-# & Strip~ of Venison
-K:23:0x8E:0x83
-
-# & Slime Mold~
-K:24:0x8E:0x85
-
-# & Lembas~
-K:25:0x8E:0x86
-
-# & Pint~ of Fine Ale
-K:26:0x8E:0x80
-
-# & Pint~ of Old Winyards
-K:27:0x8E:0x80
-
-# & Mattock~
-K:28:0xB6:0x8C
-
-# & Blue Stone~
-K:29:0xC5:0x93
-
-# & Broken Dagger~
-K:30:0x8A:0x8D
-
-# & Bastard Sword~
-K:31:0x8A:0x8E
-
-# & Scimitar~
-K:32:0x8A:0x97
-
-# & Tulwar~
-K:33:0x8A:0x95
-
-# & Broad Sword~
-K:34:0x8A:0x98
-
-# & Short Sword~
-K:35:0x8A:0x94
-
-# & Blade~ of Chaos
-K:36:0x8A:0x9E
-
-# & Two-Handed Sword~
-K:37:0x8A:0x9C
-
-# & Main Gauche~
-K:38:0x8A:0x90
-
-# & Cutlass~
-K:39:0x8A:0x96
-
-# & Executioner's Sword~
-K:40:0x8A:0x9D
-
-# & Katana~
-K:41:0x8A:0x9B
-
-# & Long Sword~
-K:42:0x8A:0x99
-
-# & Dagger~
-K:43:0x8A:0x8F
-
-# & Rapier~
-K:44:0x8A:0x91
-
-# & Sabre~
-K:45:0x8A:0x93
-
-# & Small Sword~
-K:46:0x8A:0x92
-
-# & Broken Sword~
-K:47:0x8A:0x8E
-
-# & Ball-and-Chain~
-K:48:0x8B:0x86
-
-# & Whip~
-K:49:0x8A:0x9F
-
-# & Flail~
-K:50:0x8B:0x83
-
-# & Two-Handed Flail~
-K:51:0x8B:0x87
-
-# & Morning Star~
-K:52:0x8B:0x84
-
-# & Mace~
-K:53:0x8B:0x81
-
-# & Quarterstaff~
-K:54:0x8B:0x82
-
-# & War Hammer~
-K:55:0x8B:0x80
-
-# & Lead-Filled Mace~
-K:56:0x8B:0x85
-
-# & Mace~ of Disruption
-K:57:0x8B:0x88
-
-# & Lucerne Hammer~
-K:58:0x8B:0x8D
-
-# & Beaked Axe~
-K:59:0x8B:0x90
-
-# & Glaive~
-K:60:0x8B:0x92
-
-# & Halberd~
-K:61:0x8B:0x93
-
-# & Awl-Pike~
-K:62:0x8B:0x8B
-
-# & Pike~
-K:63:0x8B:0x8F
-
-# & Spear~
-K:64:0x8B:0x89
-
-# & Trident~
-K:65:0x8B:0x8A
-
-# & Lance~
-K:66:0x8B:0x8C
-
-# & Great Axe~
-K:67:0x8B:0x95
-
-# & Battle Axe~
-K:68:0x8B:0x8E
-
-# & Lochaber Axe~
-K:69:0x8B:0x94
-
-# & Broad Axe~
-K:70:0x8B:0x91
-
-# & Scythe~
-K:71:0x8B:0x96
-
-# & Scythe~ of Slicing
-K:72:0x8B:0x97
-
-# & Short Bow~
-K:73:0x8B:0x98
-
-# & Long Bow~
-K:74:0x8B:0x99
-
-# & Light Crossbow~
-K:75:0x8B:0x9A
-
-# & Heavy Crossbow~
-K:76:0x8B:0x9B
-
-# & Sling~
-K:77:0x8B:0x9C
-
-# & Arrow~
-K:78:0x8C:0x80
-
-# & Seeker Arrow~
-K:79:0x8C:0x81
-
-# & Bolt~
-K:80:0x8C:0x82
-
-# & Seeker Bolt~
-K:81:0x8C:0x83
-
-# & Rounded Pebble~
-K:82:0x8C:0x84
-
-# & Iron Shot~
-K:83:0x8C:0x85
-
-# & Shovel~
-K:84:0x8E:0x8F
-
-# & Gnomish Shovel~
-K:85:0x8E:0x90
-
-# & Dwarven Shovel~
-K:86:0x8E:0x91
-
-# & Pick~
-K:87:0x8E:0x8C
-
-# & Orcish Pick~
-K:88:0x8E:0x8D
-
-# & Dwarven Pick~
-K:89:0x8E:0x91
-
-# & Elven Cloak~
-K:90:0x89:0x8A
-
-# & Pair~ of Soft Leather Boots
-K:91:0x88:0x8E
-
-# & Pair~ of Hard Leather Boots
-K:92:0x88:0x8F
-
-# & Pair~ of Metal Shod Boots
-K:93:0x88:0x90
-
-# & Hard Leather Cap~
-K:94:0x87:0x98
-
-# & Metal Cap~
-K:95:0x87:0x99
-
-# & Iron Helm~
-K:96:0x87:0x9A
-
-# & Steel Helm~
-K:97:0x87:0x9B
-
-# & Iron Crown~
-K:98:0x87:0x9C
-
-# & Golden Crown~
-K:99:0x87:0x9D
-
-# & Jewel-Encrusted Crown~
-K:100:0x87:0x9E
-
-# & Robe~
-K:101:0x89:0x8C
-
-# & Filthy Rag~
-K:102:0x89:0x8B
-
-# Soft Leather Armour~
-K:103:0x89:0x8D
-
-# Soft Studded Leather~
-K:104:0x89:0x8E
-
-# Hard Leather Armour~
-K:105:0x89:0x8F
-
-# Hard Studded Leather~
-K:106:0x89:0x90
-
-# Leather Scale Mail~
-K:107:0x89:0x91
-
-# Metal Scale Mail~
-K:108:0x89:0x92
-
-# Chain Mail~
-K:109:0x89:0x94
-
-# Rusty Chain Mail~
-K:110:0x89:0x93
-
-# Augmented Chain Mail~
-K:111:0x89:0x96
-
-# Bar Chain Mail~
-K:112:0x89:0x97
-
-# Metal Brigandine Armour~
-K:113:0x89:0x98
-
-# Partial Plate Armour~
-K:114:0x89:0x99
-
-# Metal Lamellar Armour~
-K:115:0x89:0x9A
-
-# Full Plate Armour~
-K:116:0x89:0x9B
-
-# Ribbed Plate Armour~
-K:117:0x89:0x9C
-
-# Galvorn Plate Mail~
-K:118:0x89:0x9F
-
-# Mithril Plate Mail~
-K:119:0x89:0x9E
-
-# Mithril Chain Mail~
-K:120:0x89:0x9D
-
-# Double Chain Mail~
-K:121:0x89:0x95
-
-# & Shield~ of Deflection
-K:122:0x88:0x98
-
-# & Cloak~
-K:123:0x89:0x88
-
-# & Shadow Cloak~
-K:124:0x89:0x89
-
-# & Set~ of Leather Gloves
-K:125:0x88:0x91
-
-# & Set~ of Gauntlets
-K:126:0x88:0x92
-
-# & Set~ of Cesti
-K:127:0x88:0x93
-
-# & Small Leather Shield~
-K:128:0x88:0x94
-
-# & Large Leather Shield~
-K:129:0x88:0x95
-
-# & Small Metal Shield~
-K:130:0x88:0x96
-
-# & Large Metal Shield~
-K:131:0x88:0x97
-
-# Strength
-K:132:0x84:0x81
-
-# Dexterity
-K:133:0x84:0x83
-
-# Constitution
-K:134:0x84:0x83
-
-# Intelligence
-K:135:0x84:0x83
-
-# Speed
-K:136:0x84:0x83
-
-# Searching
-K:137:0x84:0x83
-
-# Teleportation
-K:138:0x84:0x83
-
-# Slow Digestion
-K:139:0x84:0x83
-
-# Fire Resistance
-K:140:0x84:0x83
-
-# Cold Resistance
-K:141:0x84:0x83
-
-# Levitation
-K:142:0x84:0x83
-
-# Poison Resistance
-K:143:0x84:0x83
-
-# Free Action
-K:144:0x84:0x83
-
-# Weakness
-K:145:0x84:0x83
-
-# Flames
-K:146:0x84:0x83
-
-# Acid
-K:147:0x84:0x83
-
-# Ice
-K:148:0x84:0x83
-
-# Woe
-K:149:0x84:0x83
-
-# Stupidity
-K:150:0x84:0x83
-
-# Damage
-K:151:0x84:0x83
-
-# Accuracy
-K:152:0x84:0x83
-
-# Protection
-K:153:0x84:0x83
-
-# Aggravate Monster
-K:154:0x84:0x83
-
-# See Invisible
-K:155:0x84:0x83
-
-# Sustain Strength
-K:156:0x84:0x83
-
-# Sustain Intelligence
-K:157:0x84:0x83
-
-# Sustain Wisdom
-K:158:0x84:0x83
-
-# Sustain Constitution
-K:159:0x84:0x83
-
-# Sustain Dexterity
-K:160:0x84:0x83
-
-# Sustain Charisma
-K:161:0x84:0x83
-
-# Slaying
-K:162:0x84:0x83
-
-# Brilliance
-K:163:0x87:0x83
-
-# Charisma
-K:164:0x87:0x83
-
-# Searching
-K:165:0x87:0x83
-
-# Teleportation
-K:166:0x87:0x83
-
-# Slow Digestion
-K:167:0x87:0x83
-
-# Acid Resistance
-K:168:0x87:0x83
-
-# Protection from Evil
-K:169:0x87:0x83
-
-# Double Ring Mail~
-K:170:0x89:0x9B
-
-# the Magi
-K:171:0x87:0x83
-
-# Doom
-K:172:0x87:0x83
-
-# Enchant Weapon To-Hit
-K:173:0x83:0x9C
-
-# Enchant Weapon To-Dam
-K:174:0x83:0x9C
-
-# Enchant Armor
-K:175:0x83:0x9C
-
-# Identify
-K:176:0x83:0x9C
-
-# *Identify*
-K:177:0x83:0x9C
-
-# Rumour
-K:178:0x83:0x9C
-
-# Chaos
-K:179:0x83:0x9C
-
-# Remove Curse
-K:180:0x83:0x9C
-
-# Light
-K:181:0x83:0x9C
-
-# Fire
-K:182:0x83:0x9C
-
-# Ice
-K:183:0x83:0x9C
-
-# Summon Monsters
-K:184:0x83:0x9C
-
-# Phase Door
-K:185:0x83:0x9C
-
-# Teleportation
-K:186:0x83:0x9C
-
-# Teleport Level
-K:187:0x83:0x9C
-
-# Monster Confusion
-K:188:0x83:0x9C
-
-# Magic Mapping
-K:189:0x83:0x9C
-
-# Rune of Protection
-K:190:0x83:0x9C
-
-# *Remove Curse*
-K:191:0x83:0x9C
-
-# Treasure Detection
-K:192:0x83:0x9C
-
-# Object Detection
-K:193:0x83:0x9C
-
-# Trap Detection
-K:194:0x83:0x9C
-
-# & Sheaf Arrow~
-K:195:0x8C:0x81
-
-# & Mithril Shot~
-K:196:0x8C:0x85
-
-# Door/Stair Location
-K:197:0x83:0x9C
-
-# Acquirement
-K:198:0x83:0x9C
-
-# *Acquirement*
-K:199:0x83:0x9C
-
-# Mass Genocide
-K:200:0x83:0x9C
-
-# Detect Invisible
-K:201:0x83:0x9C
-
-# Aggravation
-K:202:0x83:0x9C
-
-# Trap Creation
-K:203:0x83:0x9C
-
-# Trap/Door Destruction
-K:204:0x83:0x9C
-
-# Artifact Creation
-K:205:0x83:0x9C
-
-# Recharging
-K:206:0x83:0x9C
-
-# Genocide
-K:207:0x83:0x9C
-
-# Darkness
-K:208:0x83:0x9C
-
-# Protection from Evil
-K:209:0x83:0x9C
-
-# Satisfy Hunger
-K:210:0x83:0x9C
-
-# Dispel Undead
-K:211:0x83:0x9C
-
-# *Enchant Weapon*
-K:212:0x83:0x9C
-
-# Curse Weapon
-K:213:0x83:0x9C
-
-# *Enchant Armour*
-K:214:0x83:0x9C
-
-# Curse Armour
-K:215:0x83:0x9C
-
-# Summon Undead
-K:216:0x83:0x9C
-
-# Blessing
-K:217:0x83:0x9C
-
-# Holy Chant
-K:218:0x83:0x9C
-
-# Holy Prayer
-K:219:0x83:0x9C
-
-# Word of Recall
-K:220:0x83:0x9C
-
-# *Destruction*
-K:221:0x83:0x9C
-
-# Slime Mold Juice
-K:222:0x85:0x85
-
-# Apple Juice
-K:223:0x85:0x85
-
-# Water
-K:224:0x85:0x85
-
-# Strength
-K:225:0x85:0x85
-
-# Weakness
-K:226:0x85:0x85
-
-# Restore Strength
-K:227:0x85:0x85
-
-# Intelligence
-K:228:0x85:0x85
-
-# Stupidity
-K:229:0x85:0x85
-
-# Restore Intelligence
-K:230:0x85:0x85
-
-# Wisdom
-K:231:0x85:0x85
-
-# Naivety
-K:232:0x85:0x85
-
-# Restore Wisdom
-K:233:0x85:0x85
-
-# Charisma
-K:234:0x85:0x85
-
-# Ugliness
-K:235:0x85:0x85
-
-# Restore Charisma
-K:236:0x85:0x85
-
-# Curing
-K:237:0x85:0x85
-
-# Invulnerability
-K:238:0x85:0x85
-
-# New Life
-K:239:0x85:0x85
-
-# Cure Serious Wounds
-K:240:0x85:0x85
-
-# Cure Critical Wounds
-K:241:0x85:0x85
-
-# Healing
-K:242:0x85:0x85
-
-# Constitution
-K:243:0x85:0x85
-
-# Experience
-K:244:0x85:0x85
-
-# Sleep
-K:245:0x85:0x85
-
-# Blindness
-K:246:0x85:0x85
-
-# Booze
-K:247:0x85:0x85
-
-# Poison
-K:248:0x85:0x85
-
-# Speed
-K:249:0x85:0x85
-
-# Slowness
-K:250:0x85:0x85
-
-# Dexterity
-K:251:0x85:0x85
-
-# Restore Dexterity
-K:252:0x85:0x85
-
-# Restore Constitution
-K:253:0x85:0x85
-
-# Lose Memories
-K:254:0x85:0x85
-
-# Salt Water
-K:255:0x85:0x85
-
-# Enlightenment
-K:256:0x85:0x85
-
-# Heroism
-K:257:0x85:0x85
-
-# Berserk Strength
-K:258:0x85:0x85
-
-# Boldness
-K:259:0x85:0x85
-
-# Restore Life Levels
-K:260:0x85:0x85
-
-# Resist Heat
-K:261:0x85:0x85
-
-# Resist Cold
-K:262:0x85:0x85
-
-# Detect Invisible
-K:263:0x85:0x85
-
-# Slow Poison
-K:264:0x85:0x85
-
-# Neutralise Poison
-K:265:0x85:0x85
-
-# Restore Mana
-K:266:0x85:0x85
-
-# Infra-vision
-K:267:0x85:0x85
-
-# Resistance
-K:268:0x85:0x85
-
-# Spell
-K:269:0x86:0x93
-
-# Manathrust
-K:270:0x86:0x93
-
-# Fireflash
-K:271:0x86:0x93
-
-# Firewall
-K:272:0x86:0x93
-
-# Tidal Wave
-K:273:0x86:0x93
-
-# Ice Storm
-K:274:0x86:0x93
-
-# Noxious Cloud
-K:275:0x86:0x93
-
-# Poison Blood
-K:276:0x86:0x93
-
-# Thunderstorm
-K:277:0x86:0x93
-
-# Dig
-K:278:0x86:0x93
-
-# Stone Prison
-K:279:0x86:0x93
-
-# Strike
-K:280:0x86:0x93
-
-# Teleport Away
-K:281:0x86:0x93
-
-# Summon Animal
-K:282:0x86:0x93
-
-# Magelock
-K:283:0x86:0x93
-
-# Slow Monster
-K:284:0x86:0x93
-
-# Essence of Speed
-K:285:0x86:0x93
-
-# Banishment
-K:286:0x86:0x93
-
-# Disperse Magic
-K:287:0x86:0x93
-
-# Charm
-K:288:0x86:0x93
-
-# Confuse
-K:289:0x86:0x93
-
-# Demon Blade
-K:290:0x86:0x93
-
-# Heal Monster
-K:291:0x86:0x93
-
-# Haste Monster
-K:292:0x86:0x93
-
-# & Flight Arrow~
-K:293:0x8C:0x81
-
-# & Boulder~
-K:295:0xC6:0x9F
-
-# & Flame~ Imperishable
-K:296:0xBE:0x9F
-
-# & Necromantic Teeth~
-K:297:0xC5:0xA5
-
-# & Golden Horn~ of the Eagles
-K:298:0x86:0x93
-
-# Spell
-K:300:0x87:0x92
-
-# Nothing
-K:301:0x87:0x92
-
-# Globe of Light
-K:302:0x87:0x92
-
-# Fiery Shield
-K:303:0x87:0x92
-
-# Remove Curses
-K:304:0x87:0x92
-
-# Wings of Winds
-K:305:0x87:0x92
-
-# Shake
-K:306:0x87:0x92
-
-# Disarm
-K:307:0x87:0x92
-
-# Teleportation
-K:308:0x87:0x92
-
-# Probability Travel
-K:309:0x87:0x92
-
-# Recovery
-K:310:0x87:0x92
-
-# Healing
-K:311:0x87:0x92
-
-# Vision
-K:312:0x87:0x92
-
-# Identify
-K:313:0x87:0x92
-
-# Sense Hidden
-K:314:0x87:0x92
-
-# Reveal Ways
-K:315:0x87:0x92
-
-# Sense Monsters
-K:316:0x87:0x92
-
-# Genocide
-K:317:0x87:0x92
-
-# Summon
-K:318:0x87:0x92
-
-# Sterilization
-K:319:0x87:0x92
-
-# Wish
-K:320:0x87:0x92
-
-# Mana
-K:321:0x87:0x92
-
-# & Tome~ of Magical Energy
-K:330:0x90:0xA0
-
-# & Tome~ of the Eternal Flame
-K:331:0x90:0xA1
-
-# & Tome~ of the Blowing Wind
-K:332:0x90:0xA2
-
-# & Tome~ of the Impenetrable Earth
-K:333:0x90:0xA3
-
-# & Tome~ of the Everrunning Wave
-K:334:0x90:0xA4
-
-# & Tome~ of Translocation
-K:335:0x90:0xA5
-
-# & Tome~ of the Tree
-K:336:0x90:0xA6
-
-# & Tome~ of Knowledge
-K:337:0x90:0xA7
-
-# & Small wooden chest~
-K:338:0x84:0x99
-
-# & Large wooden chest~
-K:339:0x84:0x9A
-
-# & Small iron chest~
-K:340:0x84:0x9B
-
-# & Large iron chest~
-K:341:0x84:0x9C
-
-# & Small steel chest~
-K:342:0x84:0x9D
-
-# & Large steel chest~
-K:343:0x84:0x9E
-
-# & Ruined chest~
-K:344:0x84:0x9F
-
-# & Iron Spike~
-K:345:0x8E:0x89
-
-# & Wooden Torch~
-K:346:0x8E:0x8B
-
-# & Brass Lantern~
-K:347:0x8E:0x8A
-
-# & Flask~ of oil
-K:348:0x8E:0x88
-
-# & Empty Bottle~
-K:349:0x8E:0x87
-
-# Havoc
-K:350:0x86:0x83
-
-# Door/Stair Location
-K:351:0x86:0x83
-
-# Trap Location
-K:352:0x86:0x83
-
-# Probing
-K:353:0x86:0x83
-
-# Recall
-K:354:0x86:0x83
-
-# Illumination
-K:355:0x86:0x83
-
-# Light
-K:356:0x86:0x83
-
-# Lightning Bolts
-K:357:0x86:0x83
-
-# Frost Bolts
-K:358:0x86:0x83
-
-# Fire Bolts
-K:359:0x86:0x83
-
-# Polymorph
-K:360:0x86:0x83
-
-# Slow Monster
-K:361:0x86:0x83
-
-# Sleep Monster
-K:362:0x86:0x83
-
-# Drain Life
-K:363:0x86:0x83
-
-# Teleport Other
-K:364:0x86:0x83
-
-# Disarming
-K:365:0x86:0x83
-
-# Lightning Balls
-K:366:0x86:0x83
-
-# Cold Balls
-K:367:0x86:0x83
-
-# Fire Balls
-K:368:0x86:0x83
-
-# Acid Balls
-K:369:0x86:0x83
-
-# Acid Bolts
-K:370:0x86:0x83
-
-# Enlightenment
-K:371:0x86:0x83
-
-# Perception
-K:372:0x86:0x83
-
-# Curing
-K:373:0x86:0x83
-
-# Healing
-K:374:0x86:0x83
-
-# Detection
-K:375:0x86:0x83
-
-# Restoration
-K:376:0x86:0x83
-
-# Speed
-K:377:0x86:0x83
-
-# Spell
-K:378:0x84:0x83
-
-# Spell
-K:379:0x87:0x80
-
-# & Broken Skull~
-K:391:0x8E:0x94
-
-# & Broken Bone~
-K:392:0x8E:0x95
-
-# & Canine Skeleton~
-K:393:0x8E:0x9A
-
-# & Rodent Skeleton~
-K:394:0x8E:0x9B
-
-# & Human Skeleton~
-K:395:0x8E:0x96
-
-# & Dwarf Skeleton~
-K:396:0x8E:0x98
-
-# & Elf Skeleton~
-K:397:0x8E:0x97
-
-# & Gnome Skeleton~
-K:398:0x8E:0x99
-
-# & Great Hammer~
-K:399:0xB6:0x8A
-
-# Black Dragon Scale Mail~
-K:400:0x8A:0x82
-
-# Blue Dragon Scale Mail~
-K:401:0x8A:0x80
-
-# White Dragon Scale Mail~
-K:402:0x8A:0x81
-
-# Red Dragon Scale Mail~
-K:403:0x8A:0x83
-
-# Green Dragon Scale Mail~
-K:404:0x8A:0x84
-
-# Multi-Hued Dragon Scale Mail~
-K:405:0x8A:0x8B
-
-# Pseudo Dragon Scale Mail~
-K:406:0x8A:0x87
-
-# Law Dragon Scale Mail~
-K:407:0x8A:0x89
-
-# Bronze Dragon Scale Mail~
-K:408:0x8A:0x85
-
-# Gold Dragon Scale Mail~
-K:409:0x8A:0x86
-
-# Chaos Dragon Scale Mail~
-K:410:0x8A:0x88
-
-# Balance Dragon Scale Mail~
-K:411:0x8A:0x8A
-
-# Power Dragon Scale Mail~
-K:412:0x8A:0x8C
-
-# & Dragon Helm~
-K:413:0x88:0x82
-
-# & Dragon Shield~
-K:414:0x88:0x9C
-
-# Death
-K:415:0x85:0x85
-
-# Ruination
-K:416:0x85:0x85
-
-# Detonations
-K:417:0x85:0x85
-
-# Augmentation
-K:418:0x85:0x85
-
-# *Healing*
-K:419:0x85:0x85
-
-# Life
-K:420:0x85:0x85
-
-# Self Knowledge
-K:421:0x85:0x85
-
-# *Enlightenment*
-K:422:0x85:0x85
-
-# Fear Resistance
-K:425:0x84:0x83
-
-# Light and Darkness Resistance
-K:426:0x84:0x83
-
-# Nether Resistance
-K:427:0x84:0x83
-
-# Nexus Resistance
-K:428:0x84:0x83
-
-# Sound Resistance
-K:429:0x84:0x83
-
-# Confusion Resistance
-K:430:0x84:0x83
-
-# Shard Resistance
-K:431:0x84:0x83
-
-# Disenchantment Resistance
-K:432:0x84:0x83
-
-# Chaos Resistance
-K:433:0x84:0x83
-
-# Blindness Resistance
-K:434:0x84:0x83
-
-# Lordly Protection
-K:435:0x84:0x83
-
-# Extra Attacks
-K:436:0x84:0x83
-
-# Cure Light Wounds
-K:437:0x85:0x85
-
-# Clumsiness
-K:438:0x85:0x85
-
-# Sickliness
-K:439:0x85:0x85
-
-# Map of Bree
-K:440:0xC4:0x80
-
-# Map of Gondolin
-K:441:0xC4:0x80
-
-# Map of Lothlorien
-K:442:0xC4:0x80
-
-# Map of Minas Anor
-K:443:0xC4:0x80
-
-# & Silver Arrow~
-K:465:0xC6:0x81
-
-# & Silver Bolt~
-K:466:0xC6:0x82
-
-# Lightning Resistance
-K:467:0x87:0x80
-
-# Wisdom
-K:468:0x87:0x80
-
-# Regeneration
-K:469:0x87:0x80
-
-# Infravision
-K:470:0x87:0x80
-
-# Devotion
-K:471:0x87:0x80
-
-# Weaponmastery
-K:472:0x87:0x80
-
-# Trickery
-K:473:0x87:0x80
-
-# Telepathy
-K:474:0x87:0x80
-
-# Sustenance
-K:475:0x87:0x80
-
-# & Palantir~
-K:476:0xC6:0x87
-
-# & Elfstone~
-K:477:0xC6:0x83
-
-# & Jewel~
-K:478:0xC6:0x84
-
-# & Ring~
-K:479:0xC6:0x85
-
-# copper
-K:480:0x83:0x91
-
-# copper
-K:481:0x83:0x91
-
-# copper
-K:482:0x83:0x91
-
-# silver
-K:483:0x83:0x92
-
-# silver
-K:484:0x83:0x92
-
-# silver
-K:485:0x83:0x92
-
-# garnets
-K:486:0x83:0x96
-
-# garnets
-K:487:0x83:0x96
-
-# gold
-K:488:0x83:0x93
-
-# gold
-K:489:0x83:0x93
-
-# gold
-K:490:0x83:0x93
-
-# opals
-K:491:0x83:0x97
-
-# sapphires
-K:492:0x83:0x98
-
-# rubies
-K:493:0x83:0x99
-
-# diamonds
-K:494:0x83:0x9A
-
-# emeralds
-K:495:0x83:0x9B
-
-# mithril
-K:496:0x83:0x94
-
-# adamantite
-K:497:0x83:0x95
-
-# & Mighty Hammer~
-K:498:0xB6:0x8A
-
-# & Massive Iron Crown~
-K:499:0x87:0x9C
-
-# & Phial~
-K:500:0x8E:0x9D
-
-# & Star~
-K:501:0x8E:0x9E
-
-# & Arkenstone~
-K:502:0x8E:0x9F
-
-# & Amulet~
-K:503:0x84:0x96
-
-# & Amulet~
-K:504:0x84:0x97
-
-# & Necklace~
-K:505:0x84:0x98
-
-# & Ring~
-K:506:0x84:0x8F
-
-# & Ring~
-K:507:0x84:0x83
-
-# & Ring~
-K:508:0x84:0x92
-
-# & Ring~
-K:509:0x84:0x93
-
-# & Ring~
-K:510:0x84:0x94
-
-# & Ring~
-K:511:0x84:0x95
-
-# Reflection
-K:520:0x87:0x83
-
-# Anti-Magic
-K:521:0x87:0x83
-
-# Anti-Teleportation
-K:522:0x87:0x83
-
-# Resistance
-K:523:0x87:0x83
-
-# & Zweihander~
-K:524:0xB6:0x8C
-
-# & Dwarven Lantern~
-K:525:0xC5:0x94
-
-# Splint Mail~
-K:526:0x89:0x9C
-
-# & Everburning Torch~
-K:527:0xC5:0x95
-
-# & Trifurcate Spear~
-K:528:0xB6:0x85
-
-# & Three-Piece Rod~
-K:529:0xB6:0x80
-
-# & Feanorian Lamp~
-K:530:0xC5:0x96
-
-# & Fur Cloak~
-K:531:0x89:0x89
-
-# Water Curing
-K:532:0x85:0x85
-
-# & Hatchet~
-K:533:0xB6:0x8F
-
-# Mumak Hide Armour~
-K:535:0x89:0x98
-
-# & Leather Jerkin~
-K:536:0x89:0x8F
-
-# & Sickle~
-K:537:0xB6:0x90
-
-# & Club~
-K:542:0xB6:0x92
-
-# & Broad Spear~
-K:543:0xB6:0x84
-
-# & Khopesh~
-K:544:0xB6:0x94
-
-# & Flamberge~
-K:545:0xB6:0x83
-
-# & Claymore~
-K:546:0xB6:0x8D
-
-# & Espadon~
-K:547:0xB6:0x8E
-
-# & Great Scimitar~
-K:548:0xB6:0x8B
-
-# Arrow
-K:549:0x8E:0xA0
-
-# Bolt
-K:550:0x8E:0xA1
-
-# & Fauchard~
-K:551:0xB6:0x95
-
-# & Guisarme~
-K:552:0xB6:0x96
-
-# & Heavy Lance~
-K:553:0xB6:0x82
-
-# & Bardiche~
-K:554:0xB6:0x99
-
-# Catapult
-K:555:0x8E:0xA2
-
-# Ring Mail~
-K:556:0x89:0x9C
-
-# Cord Armour~
-K:557:0x89:0x90
-
-# Paper Armour~
-K:558:0x8A:0x81
-
-# Padded Armour~
-K:559:0x89:0x91
-
-# Fumes
-K:560:0x8E:0xA3
-
-# Golden Ring Mail~
-K:561:0xC5:0xB4
-
-# Magic
-K:562:0x8E:0xA4
-
-# Device
-K:563:0x8E:0xA5
-
-# Nothing
-K:569:0x86:0x83
-
-# & Blood~ of Life
-K:573:0x85:0x85
-
-# & Mage Staff~
-K:577:0xB8:0x80
-
-# Lightning
-K:578:0x84:0x80
-
-# & Ring~
-K:582:0x84:0x85
-
-# Invisibility
-K:583:0x85:0x85
-
-# Corruption
-K:585:0x85:0x85
-
-# Invisibility
-K:586:0x84:0x80
-
-# Deep Thoughts
-K:588:0x83:0x9C
-
-# More Deep Thoughts
-K:589:0x83:0x9D
-
-# Compendium of Deep Thoughts
-K:590:0x83:0x9E
-
-# Artifact Lore Vol. I
-K:591:0x83:0x9C
-
-# Artifact Lore Vol. II
-K:592:0x83:0x9D
-
-# Artifact Lore Vol. III
-K:593:0x83:0x9F
-
-# Monstrous Compendium 1
-K:594:0x83:0x9F
-
-# Monstrous Compendium 2
-K:595:0x83:0x9E
-
-# Monstrous Compendium 3
-K:596:0x83:0x9D
-
-# Monstrous Compendium 4
-K:597:0x83:0x9C
-
-# Monstrous Compendium 5
-K:598:0x83:0x9F
-
-# Monstrous Compendium 6
-K:599:0x83:0x9E
-
-# Monstrous Compendium 7
-K:600:0x83:0x9D
-
-# Monstrous Compendium 8
-K:601:0x83:0x9C
-
-# Monstrous Compendium 9
-K:602:0x83:0x9D
-
-# Monstrous Compendium 10
-K:603:0x83:0x9E
-
-# Monstrous Compendium 11
-K:604:0x83:0x9F
-
-# & Morphic Oil~ of #
-K:605:0x85:0x85
-
-# Artifact Lore Vol. IV
-K:607:0x83:0x9C
-
-# Artifact Lore Vol. V
-K:608:0x83:0x9D
-
-# Artifact Lore Vol. VI
-K:609:0x83:0x9E
-
-# Artifact Lore Vol. VII
-K:610:0x83:0x9F
-
-# Artifact Lore Vol. VIII
-K:611:0x83:0x9C
-
-# Artifact Lore Vol. IX
-K:612:0x83:0x9D
-
-# Artifact Lore Vol. X
-K:613:0x83:0x9E
-
-# Artifact Lore Vol. XI
-K:614:0x83:0x9F
-
-# Artifact Lore Vol. IX
-K:615:0x83:0x9C
-
-# Artifact Lore Vol. X
-K:616:0x83:0x9D
-
-# Artifact Lore Vol. XI
-K:617:0x83:0x9E
-
-# & #~
-K:618:0x8F:0xA0
-
-# corpse
-K:641:0xB8:0x81
-
-# skeleton
-K:642:0x8E:0x96
-
-# head
-K:643:0x8E:0x94
-
-# skull
-K:644:0x8E:0x94
-
-# raw meat
-K:645:0x8E:0x83
-
-# & Great Eagle Down Coat~
-K:646:0x8A:0x86
-
-# & Key~
-K:647:0x8E:0x9C
-
-# & Small Wooden Boomerang~
-K:648:0xB8:0x82
-
-# & Wooden Boomerang~
-K:649:0xB8:0x83
-
-# & Small Metal Boomerang~
-K:650:0xB8:0x84
-
-# & Metal Boomerang~
-K:651:0xB8:0x85
-
-# & Anchor~
-K:652:0x8D:0x9E
-
-# & ~
-K:653:0xC5:0xB5
-
-# Summon Never-Moving Pet
-K:654:0x83:0x9D
-
-# Cure Light Insanity
-K:657:0x85:0x85
-
-# Cure Serious Insanity
-K:658:0x85:0x85
-
-# Cure Critical Insanity
-K:659:0x85:0x85
-
-# Cure Insanity
-K:660:0x85:0x85
-
-# & Phial~
-K:661:0x8E:0x9D
-
-# Junkart
-K:662:0xC5:0xB6
-
-# Craftsmanship
-K:663:0x83:0x9F
-
-# The One Ring
-K:664:0x83:0x9E
-
-# & Horn~
-K:669:0xB8:0x88
-
-# & Drum~
-K:670:0xB8:0x89
-
-# & Harp~
-K:671:0xB8:0x8A
-
-# & Palantir~
-K:675:0x8D:0x9F
-
-# Egg
-K:676:0xB7:0x8D
-
-# Reset Recall
-K:677:0x83:0x9D
-
-# Divination
-K:678:0x83:0x9D
-
-# Self
-K:679:0xB7:0x8E
-
-# Ray
-K:680:0xB7:0x8F
-
-# Sphere
-K:681:0xB7:0x90
-
-# Knowledge
-K:682:0xB7:0x94
-
-# Life
-K:683:0xB7:0x95
-
-# Fire
-K:684:0xB7:0x96
-
-# Cold
-K:685:0xB7:0x97
-
-# Lightning
-K:686:0xB7:0x98
-
-# Acid
-K:687:0xB7:0x99
-
-# Element
-K:688:0xB7:0x9A
-
-# Chaos
-K:689:0xB7:0x9B
-
-# Mind
-K:690:0xB7:0x9C
-
-# Holding
-K:691:0xB7:0x9D
-
-# Arrow
-K:692:0xB7:0x91
-
-# Power Surge
-K:693:0xB7:0x92
-
-# Armageddon
-K:694:0xB7:0x93
-
-# Gravity
-K:695:0xB7:0x9E
-
-# Undeath
-K:697:0xB6:0x9B
-
-# Protection
-K:698:0xB6:0x9C
-
-# & Ring~ of Precognition
-K:700:0x84:0x83
-
-# & Sprig~ of Athelas
-K:701:0xB8:0x8E
-
-# & Old Scroll~ of Deincarnation
-K:720:0x83:0x9F
-
-# & Dark Sword~
-K:721:0xC4:0x81
-
-# Numenorean for Beginners (I)
-K:722:0x83:0x9D
-
-# Numenorean for Beginners (II)
-K:723:0x83:0x9D
-
-# Advanced Lessons of Numenorean
-K:724:0x83:0x9D
-
-# Advanced Lessons of Sindarin
-K:725:0x83:0x9D
-
-# & Shard~ of Pottery
-K:726:0x8E:0x92
-
-# & Broken Stick~
-K:727:0x8E:0x93
-
-# & Book~ of Beginner Cantrips
-K:738:0x90:0xA0
-
-# & Book~ of Teleportation
-K:739:0x90:0xA5
-
-# & Book~ of Summoning
-K:741:0x90:0xA7
-
-# & Potion~ of Learning
-K:743:0xC1:0x82
-
-# Khuzdul - The Hidden Tongue of the Dwarves
-K:751:0x83:0x9D
-
-# Nandorin for Dummies
-K:752:0x83:0x9D
-
-# Advanced Lessons of Orcish
-K:753:0x83:0x9D
-
-# Flying
-K:755:0x84:0x88
-
-# & Tome~ of the Time
-K:756:0x90:0xA5
-
-# & Spellbook~ of #
-K:757:0x91:0xA4
-
-# & Tome~ of Meta Spells
-K:758:0x90:0xA0
-
-# & Tome~ of the Mind
-K:759:0x90:0xA7
-
-# & Holy Tome~ of Eru Iluvatar
-K:760:0x90:0xA7
-
-# & Holy Tome~ of Manwe Sulimo
-K:761:0x90:0xA2
-
-# & War Tome~ of Tulkas
-K:762:0x90:0xA5
-
-# & Unholy Tome~ of the Hellflame
-K:763:0x90:0xA1
-
-# & Corrupted Tome~ of Melkor
-K:764:0x90:0xA1
-
-# & Earth Tome~ of Aule
-K:765:0x90:0xA3
-
-# & Shining Tome~ of Varda
-K:766:0x90:0xA2
-
-# & Water Tome~ of Ulmo
-K:767:0x90:0xA4
-
-# & Forest Tome~ of Yavanna
-K:768:0x90:0xA6
-
-# Tome of#
-K:769:0x90:0xA3
-
-# & Ring~
-K:770:0x84:0x84
-
-# & Holy Tome~ of Mandos
-K:771:0x90:0xA0
-
-# & Great Rod Tip~ of Home Summoning
-K:776:0x86:0x83
-
-# & Shadow Blade~
-K:777:0xC1:0x91
-
-# & Bluesteel Blade~
-K:778:0xC1:0x92
-
-# the Serpents
-K:779:0xC4:0x88
-
-# Ring~ of Power
-K:785:0xC4:0x8E
-
-# Climbing Set~
-K:786:0xC1:0x93
-
-# Adventurer's Guide to Middle-earth
-K:787:0x83:0x9E
-
-# & Demonblade~
-K:788:0x90:0xA8
-
-# & Demonshield~
-K:789:0x90:0xA9
-
-# & Demonhorn~
-K:790:0x90:0xAA
-
-# & Wooden Rod~ of#
-K:793:0xC1:0x95
-
-# & Copper Rod~ of#
-K:794:0xC1:0x96
-
-# & Iron Rod~ of#
-K:795:0xC1:0x97
-
-# & Moonstone Rod~ of#
-K:796:0xC1:0x98
-
-# & Silver Rod~ of#
-K:797:0xC1:0x99
-
-# & Golden Rod~ of#
-K:798:0xC1:0x9B
-
-# & Mithril Rod~ of#
-K:799:0xC1:0x9C
-
-# & Tilkal Rod~ of#
-K:800:0xC1:0x9D
-
-# & Greater Ration~ of Health
-K:801:0xC4:0x87
-
-# & Crumpled Scroll~ of Mass Resurrection
-K:802:0x83:0x9E
-
-# & Cleaver~
-K:803:0xC4:0x82
-
-# & Light War Axe~
-K:804:0xC4:0x83
-
-# & Slaughter Axe~
-K:805:0xC4:0x84
-
-# & Runestone~
-K:806:0xC4:0x85
-
-# & Fortune cookie~
-K:807:0xC6:0x86
-
-# Critical Hits
-K:809:0x84:0x83
-
-# & Wand~ of Digging of Thrain
-K:810:0x86:0x93
-
-# & Gnarled Staff~ of Holy Fire of Mithrandir
-K:811:0x87:0x92
-
-# Partial Totem
-K:812:0xC6:0x9D
-
-# True Totem
-K:813:0xC6:0x9E
-
-# & Piece~ of the Relic of Eru
-K:814:0x8C:0xA2
-
-# & Piece~ of the Relic of Manwe
-K:815:0x8C:0xA3
-
-# & Piece~ of the Relic of Tulkas
-K:816:0x8C:0xA4
-
-# & Piece~ of the Relic of Melkor
-K:817:0x8C:0xA5
-
-# & Piece~ of the Relic of Yavanna
-K:818:0x8C:0xA6
-
-# & Ring~
-K:819:0x84:0x83
-
-# & Ring~
-K:820:0x84:0x83
-
-# & Ring~
-K:821:0x84:0x83
-
-# & Ring~
-K:822:0x84:0x83
-
-# & Ring~
-K:823:0x84:0x83
-
-# & Ring~
-K:824:0x84:0x83
-
-# & Piece~ of the Relic of Aule
-K:825:0x8C:0xA7
-
-# & Piece~ of the Relic of Varda
-K:826:0x8C:0xA8
-
-# & Piece~ of the Relic of Ulmo
-K:827:0x8C:0xA9
-
-# & Piece~ of the Relic of Mandos
-K:828:0x8C:0xAA
-
-# THEME
-
-# & Pinch~ of Longbottom Leaf
-K:831:0xC5:0xAA
-
-# & Ear~ of Corn
-K:832:0xC6:0xBF
-
-# & Tater~
-K:833:0xC5:0xA6
-
-# & Strawberry~
-K:834:0x93:0xA4
-
-# & Turnip~
-K:835:0xC5:0xA7
-
-# & Jar~ of Honey
-K:836:0xC5:0xA8
-
-# & Jug~ of Milk
-K:837:0xC5:0xA9
-
-# of War
-K:838:0x87:0x80
-
-# of Life
-K:839:0x87:0x80
-
-# Wizardry
-K:840:0x84:0x83
-
-# Vitality
-K:841:0x84:0x83
-
-# Clear Thought
-K:842:0x84:0x83
-
-# Clumsiness
-K:843:0x84:0x83
-
-# Sickliness
-K:844:0x84:0x83
-
-# Fortune
-K:845:0x84:0x83
-
-# Sterilise
-K:846:0x83:0x9C
-
-# Map of Middle-earth
-K:847:0xC4:0x80
-
-# Map of Edoras
-K:848:0xC4:0x80
-
-# Map of Esgaroth
-K:849:0xC4:0x80
-
-# Map of Hobbiton
-K:850:0xC4:0x80
-
-# Map of Osgiliath
-K:851:0xC4:0x80
-
-# Map of Pelargir
-K:852:0xC4:0x80
-
-# Map of Beorn's domain
-K:853:0xC4:0x80
-
-# Map of Dale
-K:854:0xC4:0x80
-
-# Map of Henneth Annun
-K:855:0xC4:0x80
-
-# Map of Helm's Deep
-K:856:0xC4:0x80
-
-# Map of Thranduil's realm
-K:857:0xC4:0x80
-
-# Map of Imladris
-K:858:0xC4:0x80
-
-# & Bearded Axe~
-K:859:0xC5:0xAD
-
-# & Double Axe~
-K:860:0xC5:0xAE
-
-# & Crusader Axe~
-K:861:0xC5:0xAF
-
-# & Reaper Axe~
-K:862:0xC5:0xB0
-
-# & Mithril Helm~
-K:863:0xC5:0xB8
-
-# & Set~ of Mithril Gauntlets
-K:864:0xC5:0xB9
-
-# & Small Mithril Shield~
-K:865:0xC5:0xBA
-
-# & Large Mithril Shield~
-K:866:0xC5:0xBB
-
-# & Map~
-K:867:0xC4:0x80
-
-# & Key~
-K:868:0x93:0xA7
-
-# & Cup~
-K:869:0xC5:0xAB
-
-# & Red Arrow~
-K:870:0xAE:0x87
-
-# & Sceptre~
-K:871:0x86:0x94
-
-# & Rod~
-K:872:0x86:0x93
-
-# & Necklace~
-K:873:0x87:0x8C
-
-# & Amulet~
-K:874:0x87:0x80
-
-# & Black Banner~
-K:875:0xC5:0xAC
-
-# & Pearl~
-K:876:0xC5:0xB1
-
-# & Silmaril~
-K:877:0xC5:0xB2
-
-# & Silmaril~
-K:878:0xC5:0xB3
-
-# & Golden Harp~
-K:879:0xC5:0xB7
-
-# Player
-R:0:0x8E/0x80
-
-# Filthy street urchin
-R:1:0xAA:0x80
-
-# Scrawny cat
-R:2:0xA7:0x82
-
-# Sparrow
-R:3:0xB4:0x9E
-
-# Chaffinch
-R:4:0xB4:0x9E
-
-# Wild rabbit
-R:5:0xB4:0x9F
-
-# Woodsman
-R:6:0xAA:0x91
-
-# Scruffy little dog
-R:7:0x9D:0x9A
-
-# Farmer Maggot
-R:8:0xAA:0x81
-
-# Blubbering idiot
-R:9:0xAA:0x82
-
-# Boil-covered wretch
-R:10:0xAA:0x83
-
-# Village idiot
-R:11:0xAA:0x84
-
-# Pitiful-looking beggar
-R:12:0xAA:0x85
-
-# Mangy-looking leper
-R:13:0xAA:0x86
-
-# Agent of the black market
-R:14:0xAA:0x87
-
-# Singing, happy drunk
-R:15:0xAA:0x88
-
-# Aimless-looking merchant
-R:16:0xAA:0x89
-
-# Mean-looking mercenary
-R:17:0xAA:0x8A
-
-# Battle-scarred veteran
-R:18:0xAA:0x8B
-
-# The Squint-eyed Southerner
-R:19:0xB0:0x80
-
-# Grey mold
-R:20:0xA8:0x9F
-
-# Large white snake
-R:21:0xA2:0x85
-
-# Grey mushroom patch
-R:22:0xB0:0x81
-
-# Newt
-R:23:0xB0:0x82
-
-# Ox
-R:24:0xC0:0xAE
-
-# Kine of Araw
-R:25:0xC0:0xAF
-
-# Sheep
-R:26:0xC0:0xB0
-
-# Giant white mouse
-R:27:0xAC:0x85
-
-# Large brown snake
-R:28:0xA2:0x84
-
-# Meara
-R:29:0xC0:0xB1
-
-# Horse
-R:30:0xC0:0xB2
-
-# White worm mass
-R:31:0xAC:0x9D
-
-# Floating eye
-R:32:0xA6:0x9B
-
-# Rock lizard
-R:33:0xA2:0x86
-
-# The Boar of Everholt
-R:34:0xC0:0xB3
-
-# Jackal
-R:35:0x9D:0x9B
-
-# Soldier ant
-R:36:0xA5:0x87
-
-# Fruit bat
-R:37:0xA5:0x8F
-
-# Insect swarm
-R:38:0xB5:0x9E
-
-# Boar
-R:39:0xC0:0xB4
-
-# Shrieker mushroom patch
-R:40:0x9D:0x86
-
-# Cow
-R:41:0xC0:0xB5
-
-# Novice warrior
-R:43:0xAA:0x8C
-
-# Novice rogue
-R:44:0xAA:0x8D
-
-# Novice priest
-R:45:0xAA:0x8E
-
-# Novice mage
-R:46:0xAA:0x8F
-
-# Yellow mushroom patch
-R:47:0x9D:0x87
-
-# White jelly
-R:48:0xA8:0x8A
-
-# Giant black ant
-R:49:0xA5:0x88
-
-# Salamander
-R:50:0xA2:0x88
-
-# White harpy
-R:51:0xA0:0x88
-
-# Deer
-R:52:0xC0:0xB6
-
-# Grip, Farmer Maggot's dog
-R:53:0x9D:0x9C
-
-# Wolf, Farmer Maggot's dog
-R:54:0x9D:0x9D
-
-# Fang, Farmer Maggot's dog
-R:55:0x9D:0x9D
-
-# Giant green frog
-R:56:0xA2:0x87
-
-# Lion
-R:57:0xC0:0xB7
-
-# Green worm mass
-R:58:0xAC:0x9E
-
-# Large yellow snake
-R:59:0xA2:0x89
-
-# Cave spider
-R:60:0xA2:0x9D
-
-# Crow
-R:61:0xB5:0x9F
-
-# Wild cat
-R:62:0xA7:0x83
-
-# Smeagol
-R:63:0xAA:0x90
-
-# Green ooze
-R:64:0xA8:0x8B
-
-# Poltergeist
-R:65:0x9F:0x99
-
-# Yellow jelly
-R:66:0xA8:0x8D
-
-# Squirrel
-R:67:0xC0:0xB8
-
-# Raven
-R:68:0xB5:0x9F
-
-# White midge
-R:69:0xA8:0x9D
-
-# Squirrel of Mirkwood
-R:70:0xC0:0xB9
-
-# Black naga
-R:71:0xA9:0x88
-
-# Spotted mushroom patch
-R:72:0x9D:0x88
-
-# Silver jelly
-R:73:0xA8:0x8C
-
-# Scruffy-looking hobbit
-R:74:0xA7:0x93
-
-# Giant white ant
-R:75:0xA5:0x89
-
-# Yellow mold
-R:76:0xA9:0x80
-
-# Ape
-R:77:0xC0:0xBA
-
-# Yellow worm mass
-R:78:0xAC:0x9F
-
-# Clear worm mass
-R:79:0xAD:0x80
-
-# Radiation eye
-R:80:0xA6:0x9C
-
-# Yellow light
-R:81:0xB8:0x93
-
-# Cave lizard
-R:82:0xA2:0x8A
-
-# Novice ranger
-R:83:0xAA:0x91
-
-# Blue jelly
-R:84:0xA8:0x8E
-
-# Creeping copper coins
-R:85:0x9D:0x80
-
-# Giant white rat
-R:86:0xAC:0x86
-
-# Snotling
-R:87:0xB9:0x89
-
-# Swordfish
-R:88:0xB6:0x9E
-
-# Blue worm mass
-R:89:0xAD:0x81
-
-# Large grey snake
-R:90:0xA2:0x8B
-
-# Corsair of Umbar
-R:91:0xC0:0xBB
-
-# Dunlending
-R:92:0xC0:0xBC
-
-# Apprentice mage
-R:93:0xAA:0x8F
-
-# Green naga
-R:94:0xA9:0x89
-
-# Giant leech
-R:95:0xB8:0x94
-
-# Barracuda
-R:96:0xB6:0x9F
-
-# Novice paladin
-R:97:0xAA:0x92
-
-# Man of Harad
-R:98:0xC0:0xBD
-
-# Blue ooze
-R:99:0xA8:0x8F
-
-# Green glutton ghost
-R:100:0x9F:0x9A
-
-# Green jelly
-R:101:0xA8:0x90
-
-# Lurtz, Uruk Captain of the White Hand
-R:102:0xA8:0x9B
-
-# Munchkin
-R:103:0xA8:0x86
-
-# Disenchanter eye
-R:104:0xA6:0x9D
-
-# Red worm mass
-R:105:0xAD:0x82
-
-# Copperhead snake
-R:106:0xA2:0x8C
-
-# Death sword
-R:107:0xB0:0x87
-
-# Purple mushroom patch
-R:108:0x9D:0x89
-
-# Apprentice priest
-R:109:0xAA:0x8E
-
-# Apprentice warrior
-R:110:0xAA:0x8C
-
-# Petty-dwarf
-R:111:0xB0:0x88
-
-# Petty-dwarf mage
-R:112:0xC0:0xBE
-
-# Brown mold
-R:113:0xA9:0x81
-
-# Giant brown bat
-R:114:0xA5:0x90
-
-# Butterfly
-R:115:0xC4:0xB3
-
-# Apprentice rogue
-R:116:0xAA:0x87
-
-# Creeping silver coins
-R:117:0x9D:0x81
-
-# Snaga
-R:118:0xA9:0x8E
-
-# Rattlesnake
-R:119:0xA2:0x8D
-
-# Giant slug
-R:120:0xB8:0x94
-
-# Giant pink frog
-R:121:0xB8:0x95
-
-# Dark elf
-R:122:0x92:0x94
-
-# Moth
-R:123:0xC4:0xB4
-
-# Crypt creep
-R:124:0xB0:0x8A
-
-# Rotting corpse
-R:125:0xB0:0x8B
-
-# Cave orc
-R:126:0xA9:0x8F
-
-# Wood spider
-R:127:0xA2:0x9E
-
-# Hurog
-R:128:0xA0:0x91
-
-# Bloodshot eye
-R:129:0xA6:0x9E
-
-# Red naga
-R:130:0xA9:0x8A
-
-# Red jelly
-R:131:0xA8:0x91
-
-# Nightingale
-R:132:0xC4:0xAD
-
-# Lost soul
-R:133:0x9F:0x9B
-
-# Night lizard
-R:134:0xA2:0x8F
-
-# Gorcrow
-R:135:0xC4:0xB1
-
-# Skeleton orc
-R:136:0xAC:0x8A
-
-# Grima the Wormtongue, Agent of Saruman
-R:137:0xAA:0x98
-
-# Robin Hood, the Outlaw
-R:138:0xB0:0x8C
-
-# Gull
-R:139:0xC4:0xAE
-
-# Lagduf, the Snaga
-R:140:0xA9:0x90
-
-# Kirinki
-R:141:0xC4:0xAF
-
-# Apprentice ranger
-R:142:0xAA:0x91
-
-# Giant salamander
-R:143:0xA2:0x90
-
-# Space monster
-R:144:0xB0:0x8D
-
-# Swan
-R:145:0xC0:0xBF
-
-# Green mold
-R:146:0xA9:0x82
-
-# Apprentice paladin
-R:147:0xAA:0x92
-
-# Caborrog
-R:148:0xA0:0x92
-
-# Hill orc
-R:149:0xA9:0x91
-
-# Bandit
-R:150:0xAA:0x9B
-
-# Hunting hawk
-R:151:0xB0:0x8E
-
-# Phantom warrior
-R:152:0xB0:0x8F
-
-# Thrush
-R:153:0xC4:0xB0
-
-# Yeti
-R:154:0xA4:0x91
-
-# Fox
-R:155:0xC4:0xAC
-
-# Giant grey rat
-R:156:0xAC:0x87
-
-# Black harpy
-R:157:0xA0:0x89
-
-# Fly of Mordor
-R:158:0xC4:0xB5
-
-# Limlug
-R:159:0xBF:0xA0
-
-# Cave bear
-R:160:0xC4:0x8F
-
-# Rock mole
-R:161:0xBA:0x82
-
-# Mindcrafter
-R:162:0xAA:0x93
-
-# Hatchling blue dragon
-R:163:0xA5:0x9D
-
-# Hatchling white dragon
-R:164:0xA5:0x9E
-
-# Hatchling green dragon
-R:165:0xA5:0x9F
-
-# Hatchling black dragon
-R:166:0xA6:0x80
-
-# Hatchling red dragon
-R:167:0xA6:0x81
-
-# Giant red ant
-R:168:0xA5:0x8D
-
-# Brodda, the Easterling
-R:169:0xAA:0x9C
-
-# Radbug, the Goblin
-R:170:0xBF:0xA1
-
-# King cobra
-R:171:0xA2:0x91
-
-# Eagle
-R:172:0xB4:0x9E
-
-# War bear
-R:173:0xB0:0x91
-
-# Killer bee
-R:174:0xB0:0x92
-
-# Giant spider
-R:175:0xA2:0x9F
-
-# Giant white tick
-R:176:0xA8:0x9D
-
-# The Lucky Hobbit
-R:177:0xBF:0xA2
-
-# Dark elven mage
-R:178:0xA7:0x96
-
-# Dark dwarven warrior
-R:179:0xBF:0xA3
-
-# Dark dwarven smith
-R:180:0xBF:0xA4
-
-# Dark dwarven lord
-R:181:0xBF:0xA5
-
-# Dark dwarven priest
-R:182:0xBF:0xA6
-
-# Dark elven warrior
-R:183:0xBF:0xA6
-
-# Clear mushroom patch
-R:184:0xB8:0x96
-
-# Quiver slot
-R:185:0xB0:0x93
-
-# Grishnakh, the Hill Orc
-R:186:0xA9:0x93
-
-# Giant tan bat
-R:187:0xC4:0x90
-
-# Owlbear
-R:188:0xBA:0x87
-
-# Clear mewlip
-R:189:0xBF:0xA7
-
-# Hairy mold
-R:190:0xA9:0x83
-
-# Grizzly bear
-R:191:0xBA:0x88
-
-# Disenchanter mold
-R:192:0xA9:0x84
-
-# Pseudo-dragon
-R:193:0xA6:0x82
-
-# Limrog
-R:194:0xA0:0x93
-
-# Creeping gold coins
-R:195:0x9D:0x82
-
-# Wolf
-R:196:0x9D:0x9E
-
-# Giant fruit fly
-R:197:0x9F:0x91
-
-# Panther
-R:198:0xA7:0x84
-
-# Brigand
-R:199:0xB0:0x94
-
-# Gray mewlip
-R:200:0xBF:0xA8
-
-# Orange mewlip
-R:201:0xBF:0xA9
-
-# Undead mass
-R:202:0xB0:0x97
-
-# Bloodshot mewlip
-R:203:0xBF:0xAA
-
-# Hatchling multi-hued dragon
-R:204:0xA6:0x83
-
-# Green mewlip
-R:205:0xBF:0xAB
-
-# Old Man Willow
-R:206:0xBA:0x89
-
-# Blue mewlip
-R:207:0xBF:0xAC
-
-# Zombified orc
-R:208:0xAC:0x8C
-
-# Hippogryph
-R:209:0xA0:0x8A
-
-# Black mamba
-R:210:0xA2:0x92
-
-# White wolf
-R:211:0x9D:0x9F
-
-# Grape jelly
-R:212:0xA8:0x92
-
-# Nether worm mass
-R:213:0xAD:0x83
-
-# Brown mewlip
-R:214:0xBF:0xAD
-
-# Golfimbul, the Hill Orc Chief
-R:215:0xA9:0x94
-
-# Swordsman
-R:216:0x97:0x81
-
-# Stone mewlip
-R:217:0xBF:0xAE
-
-# Hatchling bronze dragon
-R:218:0xA6:0x82
-
-# Hatchling gold dragon
-R:219:0xA6:0x82
-
-# Evil eye
-R:220:0xC4:0x91
-
-# Yellow mewlip
-R:221:0xBF:0xAF
-
-# Pink mewlip
-R:222:0xBF:0xB0
-
-# Tree mewlip
-R:223:0xBF:0xB1
-
-# Air mewlip
-R:224:0xBF:0xB2
-
-# Priest
-R:225:0xAA:0x9E
-
-# Dark elven priest
-R:226:0xA7:0x99
-
-# Air spirit
-R:227:0x9E:0x9F
-
-# Skeleton human
-R:228:0xAC:0x8B
-
-# Zombified human
-R:229:0xAD:0x8E
-
-# Tiger
-R:230:0xA7:0x85
-
-# Moaning spirit
-R:231:0x9F:0x9C
-
-# Plague mewlip
-R:232:0xBF:0xB3
-
-# Spotted jelly
-R:233:0xA8:0x93
-
-# Drider
-R:234:0xA3:0x80
-
-# Mongbat
-R:235:0xB0:0x9C
-
-# Killer brown beetle
-R:236:0xA0:0x9B
-
-# Death mewlip
-R:237:0xBF:0xB4
-
-# Ogre
-R:238:0xA1:0x8B
-
-# Creeping mithril coins
-R:239:0x9D:0x83
-
-# Illusionist
-R:240:0xAB:0x80
-
-# Druid
-R:241:0xAB:0x81
-
-# Fuinur, Lord of the Haradrim
-R:242:0xBF:0xB5
-
-# Cloaker
-R:243:0x89:0x88
-
-# Black orc
-R:244:0xA9:0x95
-
-# Ochre jelly
-R:245:0xA8:0x94
-
-# Software bug
-R:246:0xB0:0x9D
-
-# Lurker
-R:247:0x80:0x81
-
-# Tangleweed
-R:248:0xC4:0x92
-
-# Glorfindel of Rivendell
-R:249:0xBF:0xB6
-
-# Giant white dragonfly
-R:250:0x9F:0x93
-
-# Snaga sapper
-R:251:0xB9:0x8C
-
-# Finrod Felagund
-R:252:0xBF:0xB7
-
-# Gibbering mouther
-R:253:0xB0:0x9E
-
-# Maedhros the Tall
-R:254:0xBF:0xB8
-
-# Hill giant
-R:255:0xA1:0x91
-
-# Flesh golem
-R:256:0xA7:0x89
-
-# Warg
-R:257:0x9E:0x80
-
-# Cheerful leprawn
-R:258:0xB1:0x80
-
-# Giant flea
-R:259:0x9F:0x92
-
-# Ufthak of Cirith Ungol
-R:260:0xBA:0x8C
-
-# Clay golem
-R:261:0xB8:0x9D
-
-# Black ogre
-R:262:0xA1:0x8C
-
-# Maglor the Mighty Singer
-R:263:0xBF:0xB9
-
-# Half-orc
-R:264:0xBA:0x8D
-
-# Dark naga
-R:265:0xB8:0x9E
-
-# Poison ivy
-R:266:0xC4:0x93
-
-# Magic mushroom patch
-R:267:0x9D:0x8B
-
-# Celegorm the Fair
-R:268:0xBF:0xBA
-
-# Guardian naga
-R:269:0xA9:0x8B
-
-# Wererat
-R:270:0xBA:0x8E
-
-# Light hound
-R:271:0xA4:0x93
-
-# Dark hound
-R:272:0xA4:0x94
-
-# Flying skull
-R:273:0xB1:0x81
-
-# Caranthir the Dark
-R:274:0xBF:0xBB
-
-# Giant tarantula
-R:275:0xA3:0x81
-
-# Curufin the Crafty
-R:276:0xBF:0xBC
-
-# Mirkwood spider
-R:277:0xA3:0x82
-
-# Frost giant
-R:278:0xA1:0x92
-
-# Griffon
-R:279:0xA0:0x8B
-
-# Aewrog
-R:280:0xA0:0x94
-
-# Gnome mage
-R:281:0xA7:0x98
-
-# Clear hound
-R:282:0xA4:0x95
-
-# Umber hulk
-R:283:0xA3:0x99
-
-# Rust monster
-R:284:0xB9:0x8F
-
-# Ogrillon
-R:285:0xA9:0x98
-
-# Gelatinous cube
-R:286:0xA8:0x95
-
-# Giant green dragonfly
-R:287:0x9F:0x94
-
-# Fire giant
-R:288:0xA1:0x93
-
-# Hummerhorn
-R:289:0xBA:0x8F
-
-# Lizard man
-R:290:0xB9:0x90
-
-# Ulfast, Son of Ulfang
-R:291:0xAB:0x82
-
-# Crebain
-R:292:0xC4:0x94
-
-# Berserker
-R:293:0xA9:0x97
-
-# Draugrog
-R:294:0xA0:0x95
-
-# Sphinx
-R:295:0xB9:0x91
-
-# Narrog
-R:296:0xA0:0x96
-
-# Forest troll
-R:297:0xA3:0x89
-
-# Freezing sphere
-R:298:0xBA:0x91
-
-# Jumping fireball
-R:299:0xB9:0x92
-
-# Ball lightning
-R:300:0xBA:0x92
-
-# 2-headed hydra
-R:301:0xA2:0x93
-
-# Swamp thing
-R:302:0xB9:0x93
-
-# Water spirit
-R:303:0x9F:0x80
-
-# Giant red scorpion
-R:304:0xA3:0x83
-
-# Earth spirit
-R:305:0x9F:0x81
-
-# Fire spirit
-R:306:0x9F:0x82
-
-# Fire hound
-R:307:0xA4:0x96
-
-# Cold hound
-R:308:0xA4:0x97
-
-# Energy hound
-R:309:0xA4:0x98
-
-# Lesser mimic
-R:310:0x9D:0x8E
-
-# Door mimic
-R:311:0x82:0x83
-
-# Blink dog
-R:312:0x9E:0x81
-
-# Uruk
-R:313:0xA9:0x99
-
-# Shagrat, the Orc Captain
-R:314:0xA9:0x9A
-
-# Gorbag, the Orc Captain
-R:315:0xA9:0x9B
-
-# Shambling mound
-R:316:0x9D:0x8C
-
-# Venus Flytrap
-R:317:0xC4:0x95
-
-# Amrod, Son of Feanor
-R:318:0xBF:0xBD
-
-# Amras, Son of Feanor
-R:319:0xBF:0xBD
-
-# Giant bronze dragonfly
-R:320:0x9F:0x98
-
-# Stone giant
-R:321:0xA1:0x94
-
-# Giant black dragonfly
-R:322:0x9F:0x96
-
-# Stone golem
-R:323:0xA7:0x8B
-
-# Red mold
-R:324:0xA9:0x85
-
-# Giant gold dragonfly
-R:325:0x9F:0x97
-
-# Telchar the Smith
-R:326:0xBF:0xBE
-
-# Ghast
-R:327:0xBA:0x95
-
-# Neekerbreeker
-R:328:0xC4:0x96
-
-# Huorn
-R:329:0xBA:0x96
-
-# Bolg, Son of Azog
-R:330:0xA9:0x9C
-
-# Phase spider
-R:331:0xA3:0x84
-
-# Lizard king
-R:332:0xB9:0x97
-
-# Landmine
-R:333:0xBA:0x97
-
-# Roac, son of Carc
-R:334:0xC4:0xB2
-
-# Great eagle
-R:335:0xB9:0x98
-
-# Livingstone
-R:336:0xB1:0x84
-
-# Earth hound
-R:337:0xA4:0x99
-
-# Air hound
-R:338:0xA4:0x9A
-
-# Sabre-tooth tiger
-R:339:0xA7:0x86
-
-# Acid hound
-R:340:0xA4:0x9B
-
-# Chimaera
-R:341:0xA0:0x8C
-
-# Quylthulg
-R:342:0xA1:0x9A
-
-# Sasquatch
-R:343:0xA4:0x92
-
-# Carc of Ravenhill
-R:344:0xC4:0xB2
-
-# Ranger
-R:345:0xAA:0x97
-
-# Paladin
-R:346:0xAB:0x92
-
-# Werewolf
-R:347:0xBA:0x99
-
-# Dark elven lord
-R:348:0xA7:0x9C
-
-# Cloud giant
-R:349:0xA1:0x96
-
-# Ugluk, the Uruk
-R:350:0xA9:0x9D
-
-# Blue dragon bat
-R:351:0xA5:0x91
-
-# Mimic
-R:352:0x83:0x9D
-
-# Ultimate mimic
-R:353:0x84:0x9E
-
-# Fire vortex
-R:354:0xAC:0x94
-
-# Acid vortex
-R:355:0xAC:0x95
-
-# Lugdush, the Uruk
-R:356:0xB9:0x9A
-
-# Alatar, the Blue Wizard
-R:357:0xBF:0xBF
-
-# Cold vortex
-R:358:0xAC:0x96
-
-# Energy vortex
-R:359:0xAC:0x97
-
-# Globefish
-R:360:0xB9:0x9B
-
-# Giant firefly
-R:361:0x9F:0x95
-
-# Mummified orc
-R:362:0xA1:0x88
-
-# Wolf chieftain
-R:363:0xC4:0x97
-
-# Pallando, the Blue Wizard
-R:364:0xBF:0xBF
-
-# Vampiric mist
-R:365:0xB9:0x9D
-
-# Killer stag beetle
-R:366:0xA0:0x9D
-
-# Iron golem
-R:367:0xA7:0x8C
-
-# Auto-roller
-R:368:0xB1:0x86
-
-# Giant yellow scorpion
-R:369:0xA3:0x85
-
-# Muzgash, the Snaga
-R:370:0xBE:0xA0
-
-# Black ooze
-R:371:0xA8:0x96
-
-# Hardened warrior
-R:372:0xAB:0x83
-
-# Azog, King of the Uruk-Hai
-R:373:0xA9:0x9F
-
-# Bill Ferny
-R:374:0xBE:0xA1
-
-# Dark elven warlock
-R:375:0xB1:0x87
-
-# Master rogue
-R:376:0xAB:0x84
-
-# Red dragon bat
-R:377:0xA5:0x92
-
-# Killer white beetle
-R:378:0xBA:0x9E
-
-# Ice skeleton
-R:379:0xB9:0x9F
-
-# Angamaite of Umbar
-R:380:0xBB:0x80
-
-# Forest wight
-R:381:0xB1:0x88
-
-# Khim, Son of Mim
-R:382:0xB1:0x89
-
-# Ibun, Son of Mim
-R:383:0xB1:0x8A
-
-# Meneldor the Swift
-R:384:0xBB:0x81
-
-# Phantom beast
-R:385:0xB1:0x8B
-
-# Giant silver ant
-R:386:0xA0:0x9C
-
-# 4-headed hydra
-R:387:0xA2:0x95
-
-# Beruthiel, Queen of Cats
-R:388:0xBE:0xA2
-
-# The Hunter
-R:389:0xB1:0x8C
-
-# Mummified human
-R:390:0xA1:0x89
-
-# Vampire bat
-R:391:0xA5:0x93
-
-# Sangahyando of Umbar
-R:392:0xAB:0x85
-
-# It
-R:393:0xB1:0x8D
-
-# Banshee
-R:394:0x9F:0x9D
-
-# Herumor, Lord of the Haradrim
-R:395:0xBE:0xA3
-
-# Fimbrethil
-R:396:0xBB:0x84
-
-# Silent watcher
-R:397:0xB1:0x8E
-
-# Pukelman
-R:398:0xA7:0x8D
-
-# Mauhur, the Uruk
-R:399:0xBE:0xA4
-
-# Dark elven druid
-R:400:0xA7:0x9F
-
-# Stone troll
-R:401:0xA3:0x8A
-
-# Prince Imrahil the Proud
-R:402:0xBE:0xA5
-
-# Hill troll
-R:403:0xA3:0x8B
-
-# Wereworm
-R:404:0xAD:0x84
-
-# Killer red beetle
-R:405:0xA0:0x9F
-
-# Disenchanter bat
-R:406:0xC4:0x98
-
-# Umuiyan, Doorkeeper of Tevildo
-R:407:0xBE:0xA6
-
-# Giant grey ant
-R:408:0xA5:0x8C
-
-# Oikeroi, Bodyguard of Tevildo
-R:409:0xBE:0xA7
-
-# Gwaihir the Windlord
-R:410:0xBB:0x81
-
-# Giant fire tick
-R:411:0xBB:0x87
-
-# Lotho Sackville-Baggins, Betrayer of the Shire
-R:412:0xBE:0xA8
-
-# Ulwarth, Son of Ulfang
-R:413:0xAA:0x99
-
-# Werebear
-R:414:0xC4:0x8F
-
-# Cave ogre
-R:415:0xA1:0x8D
-
-# White wraith
-R:416:0xA3:0x9F
-
-# Thranduil, King of the Wood Elves
-R:417:0xBE:0xA9
-
-# Ghoul
-R:418:0xB4:0x8F
-
-# Mim, Betrayer of Turin
-R:419:0xB1:0x90
-
-# Hellblade
-R:420:0xB1:0x91
-
-# Killer fire beetle
-R:421:0xA1:0x80
-
-# Denethor, Steward of Gondor
-R:422:0xBE:0xAA
-
-# Creeping adamantite coins
-R:423:0x9D:0x84
-
-# Algroth
-R:424:0xA3:0x8C
-
-# Boromir, Son of Denethor
-R:425:0xBE:0xAB
-
-# Roper
-R:426:0xB9:0x80
-
-# Headless
-R:427:0xB1:0x92
-
-# Vibration hound
-R:428:0xA4:0x9C
-
-# Nexus hound
-R:429:0xA4:0x9D
-
-# Half-ogre
-R:430:0xA1:0x8E
-
-# Lokkak, the Ogre Chieftain
-R:431:0xA1:0x90
-
-# Vampire
-R:432:0xA3:0x9A
-
-# Gorgimaera
-R:433:0xA0:0x8D
-
-# Faramir, Son of Denethor
-R:434:0xBE:0xAC
-
-# Colbran
-R:435:0xA7:0x8E
-
-# Spirit naga
-R:436:0xA9:0x8C
-
-# Harry Goatleaf, Gatekeeper of Bree
-R:437:0xBE:0xAD
-
-# The Watcher of Cirith Ungol
-R:438:0xB1:0x8E
-
-# Stairway to Hell
-R:439:0xB1:0x94
-
-# 5-headed hydra
-R:440:0xA2:0x96
-
-# Tom Bombadil
-R:441:0xBE:0xAE
-
-# Wainrider
-R:442:0xAB:0x88
-
-# Seahorse
-R:443:0xBB:0x89
-
-# Cyclops
-R:444:0xBB:0x8A
-
-# Clairvoyant
-R:445:0xAB:0x86
-
-# Purple worm
-R:446:0xB9:0x82
-
-# Catoblepas
-R:447:0xAC:0x81
-
-# Lesser wall monster
-R:448:0xB1:0x96
-
-# Mage
-R:449:0xAB:0x8A
-
-# Mind flayer
-R:450:0xAB:0x8B
-
-# The Ultimate Dungeon Cleaner
-R:451:0xB1:0x97
-
-# The Mewlip Queen
-R:452:0xBE:0xAF
-
-# Basilisk
-R:453:0xA2:0x97
-
-# Snow-troll
-R:454:0xA3:0x8D
-
-# Fluithuin the Ogress, Consort of Morgoth
-R:455:0xBE:0xB0
-
-# Ulbandi the Ogress, Consort of Morgoth
-R:456:0xBE:0xB1
-
-# Naugladur, Lord of Nogrod
-R:457:0xBE:0xB2
-
-# Greater mimic
-R:458:0xB1:0x9A
-
-# Young blue dragon
-R:459:0xA6:0x84
-
-# Young white dragon
-R:460:0xA6:0x85
-
-# Young green dragon
-R:461:0xA6:0x86
-
-# Young bronze dragon
-R:462:0xA6:0x87
-
-# Androg the Outlaw
-R:463:0xBE:0xB3
-
-# Mithril golem
-R:464:0xA7:0x8F
-
-# Skeleton troll
-R:465:0xAC:0x8D
-
-# Amlach, son of Imlach
-R:466:0xBE:0xB4
-
-# Beorn, the Shape-Changer
-R:467:0xC4:0x99
-
-# Thorondor, Lord of Eagles
-R:468:0xBB:0x81
-
-# Giant blue ant
-R:469:0xA5:0x8B
-
-# Grave wight
-R:470:0xAD:0x9C
-
-# Shadow drake
-R:471:0xA6:0x88
-
-# Manticore
-R:472:0xA0:0x8E
-
-# Giant army ant
-R:473:0xAE:0x81
-
-# Killer slicer beetle
-R:474:0xA1:0x81
-
-# Gorgon
-R:475:0xBB:0x8D
-
-# Radagast the Brown
-R:476:0xBE:0xB5
-
-# Ghost
-R:477:0x9F:0x9E
-
-# Death watch beetle
-R:478:0xA1:0x82
-
-# Mountain ogre
-R:479:0xA1:0x8F
-
-# Nexus quylthulg
-R:480:0xA1:0x9B
-
-# Shelob, Spider of Darkness
-R:481:0xA3:0x86
-
-# Giant squid
-R:482:0xB9:0x83
-
-# Ghoulking
-R:483:0xAD:0x8C
-
-# Doombat
-R:484:0xB9:0x84
-
-# Easterling
-R:485:0xAB:0x8C
-
-# Memory moss
-R:486:0xA9:0x86
-
-# Storm giant
-R:487:0xA1:0x95
-
-# Spectator
-R:488:0xB1:0x9B
-
-# Bjorn the Warper
-R:489:0xC4:0x99
-
-# Vaire, the Weaver
-R:490:0xBE:0xB6
-
-# Half-troll
-R:491:0xA9:0x9E
-
-# Irmo of Lorien
-R:492:0xBE:0xB7
-
-# Bert the Stone Troll
-R:493:0xA3:0x90
-
-# Bill the Stone Troll
-R:494:0xA3:0x91
-
-# Tom the Stone Troll
-R:495:0xA3:0x92
-
-# Cave troll
-R:496:0xA3:0x8E
-
-# Este, the Gentle
-R:497:0xBE:0xB8
-
-# Barrow wight
-R:499:0xA4:0x81
-
-# Skeleton ettin
-R:500:0xC4:0x9A
-
-# Chaos drake
-R:501:0xA6:0x89
-
-# Law drake
-R:502:0xA6:0x8A
-
-# Balance drake
-R:503:0xA6:0x8B
-
-# Ethereal drake
-R:504:0xA6:0x8C
-
-# Groo, the Wanderer
-R:505:0xB1:0x9E
-
-# Nessa the Lithe
-R:506:0xBE:0xB9
-
-# Shade
-R:507:0xA4:0x89
-
-# Spectre
-R:508:0xA0:0x80
-
-# Water troll
-R:509:0xA3:0x93
-
-# Fire elemental
-R:510:0x9F:0x83
-
-# Water elemental
-R:512:0x9F:0x84
-
-# Multi-hued hound
-R:513:0xB2:0x81
-
-# Invisible stalker
-R:514:0x9F:0x85
-
-# Vana, the Ever-young
-R:515:0xBE:0xBA
-
-# Master thief
-R:516:0xAB:0x8E
-
-# The Watcher in the Water
-R:517:0xAF:0x95
-
-# Lich
-R:518:0xA1:0x83
-
-# Gas spore
-R:519:0xB2:0x8E
-
-# Master vampire
-R:520:0xA3:0x9B
-
-# Oriental vampire
-R:521:0xB2:0x83
-
-# Greater mummy
-R:522:0xA1:0x8A
-
-# Ingeborg, the Runemistress
-R:523:0xBE:0xBB
-
-# Giant grey scorpion
-R:524:0xA3:0x87
-
-# Earth elemental
-R:525:0x9F:0x86
-
-# Air elemental
-R:526:0x9F:0x87
-
-# Shimmering mold
-R:527:0xAF:0x81
-
-# Sarnrog
-R:528:0xBB:0x91
-
-# Malicious leprawn
-R:529:0xB2:0x85
-
-# Eog golem
-R:530:0xA7:0x90
-
-# Lindal Lossehelin
-R:531:0xBE:0xBC
-
-# Variag
-R:532:0x04:0x70
-
-# Headless ghost
-R:533:0xBB:0x92
-
-# Dread
-R:534:0xB9:0x87
-
-# Zizzo, Last of the Yeeks
-R:535:0xC3:0xAF
-
-# Gauth
-R:536:0xC4:0x9B
-
-# Smoke elemental
-R:537:0x9F:0x90
-
-# Olog
-R:538:0xA3:0x94
-
-# Halfling slinger
-R:539:0xB2:0x86
-
-# Gravity hound
-R:540:0xA4:0x9E
-
-# Acidic cytoplasm
-R:541:0xA8:0x97
-
-# Inertia hound
-R:542:0xA4:0x9F
-
-# Impact hound
-R:543:0xA5:0x80
-
-# Shardstorm
-R:544:0xC4:0x9C
-
-# Ooze elemental
-R:545:0x9F:0x88
-
-# Young black dragon
-R:546:0xA6:0x8D
-
-# Mumak
-R:547:0xAC:0x84
-
-# Giant fire ant
-R:548:0xA5:0x8A
-
-# Cold-drake
-R:549:0xA6:0x8E
-
-# Xorn
-R:550:0xA4:0x8F
-
-# Rogrog the Black Troll
-R:551:0xA3:0x8F
-
-# Erianyth, the Sorceress
-R:552:0xA7:0x91
-
-# Phantom
-R:553:0xB2:0x87
-
-# Grey wraith
-R:554:0xA4:0x82
-
-# Revenant
-R:555:0xA4:0x88
-
-# Young multi-hued dragon
-R:556:0xA6:0x8F
-
-# Karrazix the Brave
-R:557:0x9E:0x89
-
-# Colossus
-R:558:0xB2:0x89
-
-# Young gold dragon
-R:559:0xA6:0x90
-
-# Blue drake
-R:560:0xA6:0x91
-
-# Green drake
-R:561:0xA6:0x92
-
-# Bronze drake
-R:562:0xA6:0x93
-
-# Young red dragon
-R:563:0xA6:0x94
-
-# Sir Physt
-R:564:0x0B:0x56
-
-# Trapper
-R:565:0xAD:0x9F
-
-# Adanrog
-R:566:0xA0:0x98
-
-# Time bomb
-R:567:0xBB:0x96
-
-# Rawrog
-R:568:0xAD:0x90
-
-# Nick LeYeek, Second Last of the Yeeks
-R:569:0xC3:0xB0
-
-# Ice elemental
-R:570:0x9F:0x8A
-
-# Necromancer
-R:571:0xB2:0x8C
-
-# Slappy, Abbess of Pain
-R:572:0xBE:0xBD
-
-# Lorgan, Chief of the Easterlings
-R:573:0xB2:0x8D
-
-# Snow tiger
-R:574:0xC2:0xB0
-
-# Mummified troll
-R:575:0xBB:0x97
-
-# Storm of Unmagic
-R:576:0xC4:0x9D
-
-# Crypt thing
-R:577:0xA4:0x80
-
-# Chaos butterfly
-R:578:0xBB:0x98
-
-# Time elemental
-R:579:0xB2:0x8F
-
-# Blue yeek
-R:580:0xAD:0x87
-
-# The Queen Ant
-R:581:0xA5:0x8E
-
-# Will o' the wisp
-R:582:0x9F:0x8B
-
-# Brown yeek
-R:583:0xAD:0x88
-
-# Magma elemental
-R:584:0x9F:0x8C
-
-# Black pudding
-R:585:0xA8:0x98
-
-# Killer iridescent beetle
-R:586:0xB4:0x90
-
-# Nexus vortex
-R:587:0xAE:0x80
-
-# Plasma vortex
-R:588:0xAC:0x98
-
-# Fire-drake
-R:589:0xA6:0x95
-
-# Golden drake
-R:590:0xA6:0x96
-
-# Crystal drake
-R:591:0xA6:0x97
-
-# Black drake
-R:592:0xA6:0x98
-
-# Multi-hued drake
-R:593:0xA6:0x99
-
-# Master yeek
-R:594:0xAD:0x8A
-
-# Orfax, son of Boldor
-R:595:0xAD:0x89
-
-# Boldor, King of the Yeeks
-R:596:0xAD:0x8B
-
-# Black Numenorean
-R:597:0xAB:0x94
-
-# Castamir the Usurper
-R:598:0xB2:0x90
-
-# Time vortex
-R:599:0xAC:0x99
-
-# Shimmering vortex
-R:600:0xAC:0x9A
-
-# Ancient blue dragon
-R:601:0x9E:0x88
-
-# Ancient bronze dragon
-R:602:0x9E:0x89
-
-# Beholder
-R:603:0xA6:0x9F
-
-# Emperor wight
-R:604:0xA4:0x83
-
-# Giant tree ant
-R:605:0xC4:0xB7
-
-# Vargo, Tyrant of Fire
-R:606:0x9F:0x8D
-
-# Black wraith
-R:607:0xA4:0x84
-
-# Giant yellow ant
-R:608:0xC4:0xB8
-
-# Giant green ant
-R:609:0xC4:0xB9
-
-# Aquatic ant
-R:610:0xC4:0xBA
-
-# Monastic lich
-R:611:0xA1:0x87
-
-# Nether wraith
-R:612:0xA4:0x85
-
-# Hellhound
-R:613:0xAD:0x96
-
-# 7-headed hydra
-R:614:0xA2:0x99
-
-# Waldern, King of Water
-R:615:0x9F:0x8E
-
-# Termite
-R:616:0xC4:0xB6
-
-# Ancient white dragon
-R:617:0x9E:0x8A
-
-# Ancient green dragon
-R:618:0x9E:0x8B
-
-# Giant snow bat
-R:619:0xC4:0xBB
-
-# Eldrak
-R:620:0xA3:0x97
-
-# Ettin
-R:621:0xA3:0x96
-
-# Night mare
-R:622:0xAC:0x83
-
-# Vampire lord
-R:623:0xA3:0x9C
-
-# Ancient black dragon
-R:624:0x9E:0x8C
-
-# Weird fume
-R:625:0xAF:0x80
-
-# Giant grey bat
-R:626:0xC4:0xBC
-
-# Giant silver bat
-R:627:0xC4:0xBD
-
-# Giant yellow bat
-R:628:0xC4:0xBE
-
-# Shadowfax, steed of Gandalf
-R:629:0xBB:0x9E
-
-# Spirit troll
-R:630:0xA3:0x98
-
-# War troll
-R:631:0xB2:0x94
-
-# Disenchanter worm mass
-R:632:0xAD:0x86
-
-# Rotting quylthulg
-R:633:0xA1:0x9C
-
-# Lesser titan
-R:634:0xA1:0x97
-
-# 9-headed hydra
-R:635:0xA2:0x99
-
-# Enchantress
-R:636:0xAB:0x96
-
-# Ranger chieftain
-R:637:0xAB:0x97
-
-# Sorcerer
-R:638:0xAB:0x98
-
-# Xaren
-R:639:0xA4:0x90
-
-# Giant green bat
-R:640:0xC4:0xBF
-
-# Death vortex
-R:641:0xC3:0xA5
-
-# Gas vortex
-R:642:0xC3:0xA6
-
-# Death drake
-R:643:0x9E:0x8D
-
-# Ancient red dragon
-R:644:0x9E:0x8E
-
-# Ancient gold dragon
-R:645:0x9E:0x8F
-
-# Great crystal drake
-R:646:0x9E:0x90
-
-# Mana vortex
-R:647:0xC3:0xA7
-
-# Helcungol
-R:648:0xB2:0x95
-
-# Lygrog
-R:649:0xA0:0x99
-
-# Slow vortex
-R:650:0xC3:0xA8
-
-# Nether vortex
-R:651:0xC3:0xA9
-
-# Puzzling vortex
-R:652:0xC3:0xAA
-
-# Dark yeek
-R:653:0xC3:0xAB
-
-# Judge Fire
-R:654:0xAB:0x93
-
-# White yeek
-R:655:0xC3:0xAC
-
-# Judge Mortis
-R:656:0xBC:0x82
-
-# Dark elven sorcerer
-R:657:0xA8:0x81
-
-# Master lich
-R:658:0xA1:0x84
-
-# Gray yeek
-R:659:0xC3:0xAD
-
-# Eol, the Dark Elf
-R:660:0xB2:0x99
-
-# Yellow yeek
-R:661:0xC3:0xAE
-
-# Adventurer yeek
-R:662:0xAD:0x88
-
-# Dark mushroom patch
-R:663:0xC3:0xA1
-
-# Undead beholder
-R:664:0xA7:0x80
-
-# Shadow
-R:665:0xA0:0x81
-
-# Iron lich
-R:666:0xB2:0x9C
-
-# Dread
-R:667:0xB9:0x87
-
-# Greater basilisk
-R:668:0xBC:0x83
-
-# White mushroom patch
-R:669:0xC3:0xA0
-
-# Brown mushroom patch
-R:670:0xC3:0xA2
-
-# Silver mushroom patch
-R:671:0xC3:0xA3
-
-# Green mushroom patch
-R:672:0xC3:0xA4
-
-# Mumak
-R:673:0xAC:0x82
-
-# Judge Fear
-R:674:0xA7:0x88
-
-# Ancient multi-hued dragon
-R:675:0x9E:0x91
-
-# Ethereal dragon
-R:676:0x9E:0x92
-
-# Dark elemental
-R:677:0xC3:0xB1
-
-# Slow elemental
-R:678:0xC3:0xB2
-
-# Quaker, Master of Earth
-R:679:0x9F:0x8F
-
-# Death leprawn
-R:680:0xA7:0x9E
-
-# Chaos elemental
-R:681:0xC3:0xB4
-
-# Confusion elemental
-R:682:0xC3:0xB3
-
-# Large blue snake
-R:683:0xC2:0xA8
-
-# Large silver snake
-R:684:0xC2:0xA9
-
-# Large purple snake
-R:685:0xC2:0xAA
-
-# Judge Death
-R:686:0xBC:0x99
-
-# Ariel, Queen of Air
-R:687:0x9F:0x91
-
-# 11-headed hydra
-R:688:0xA2:0x9A
-
-# Patriarch
-R:689:0xAB:0x9A
-
-# Dreadmaster
-R:690:0xA0:0x85
-
-# Drolem
-R:691:0xA7:0x92
-
-# Scatha the Worm
-R:692:0xAD:0x9B
-
-# Warrior of the Dawn
-R:693:0xB2:0x9E
-
-# Lesser black reaver
-R:694:0xA4:0x87
-
-# Large red snake
-R:695:0xC2:0xAB
-
-# Grand master thief
-R:696:0xC2:0x8A
-
-# Smaug the Golden
-R:697:0x9E:0x93
-
-# The Stormbringer
-R:698:0xB3:0x80
-
-# Knight Templar
-R:699:0xB3:0x81
-
-# Large eel
-R:700:0xC2:0xAC
-
-# Dracolich
-R:701:0x9E:0x95
-
-# Greater titan
-R:702:0xA1:0x98
-
-# Dracolisk
-R:703:0x9E:0x94
-
-# Winged Horror
-R:704:0xC4:0x9E
-
-# Killer gray beetle
-R:705:0xC2:0xA1
-
-# Killer orange beetle
-R:706:0xC2:0xA2
-
-# Killer blue beetle
-R:707:0xC2:0xA3
-
-# Ent
-R:708:0xBC:0x86
-
-# Rock giant
-R:709:0xBC:0x9D
-
-# Itangast the Fire Drake
-R:710:0x9E:0x96
-
-# Death mold
-R:711:0xA9:0x87
-
-# Killer silver beetle
-R:712:0xC2:0xA4
-
-# Killer green beetle
-R:713:0xC2:0xA5
-
-# Quickbeam, the Ent
-R:714:0xBC:0x9F
-
-# Glaurung, Father of the Dragons
-R:715:0xAD:0x9A
-
-# Behemoth
-R:716:0xBD:0x80
-
-# Killer aquatic beetle
-R:717:0xC2:0xA6
-
-# Greater wall monster
-R:718:0xB3:0x84
-
-# Menelrog
-R:719:0xAD:0x91
-
-# Mornungol
-R:720:0xAD:0x95
-
-# Killer tree beetle
-R:721:0xC2:0xA7
-
-# Nightwing
-R:722:0xAD:0x9D
-
-# 6-headed hydra
-R:723:0xC3:0xB9
-
-# Nether hound
-R:724:0xA5:0x81
-
-# Time hound
-R:725:0xA5:0x82
-
-# Plasma hound
-R:726:0xA5:0x83
-
-# Demonic quylthulg
-R:727:0xA1:0x9D
-
-# Great Storm Worm
-R:728:0x9E:0x97
-
-# Ulik the Troll
-R:729:0xBD:0x81
-
-# 8-headed hydra
-R:730:0xC3:0xBA
-
-# Oathbreaker
-R:731:0xBD:0x82
-
-# 10-headed hydra
-R:732:0xC3:0xBB
-
-# 12-headed hydra
-R:733:0xC3:0xBC
-
-# 13-headed hydra
-R:734:0xC3:0xBD
-
-# 14-headed hydra
-R:735:0xC3:0xBE
-
-# 15-headed hydra
-R:736:0xC3:0xBF
-
-# Killer hydra
-R:737:0xC2:0xA0
-
-# Old Sorcerer
-R:738:0x9C:0x8A
-
-# Ethereal hound
-R:739:0xB3:0x8A
-
-# Lesser kraken
-R:740:0xBD:0x83
-
-# Great Ice Worm
-R:741:0x9E:0x98
-
-# Demilich
-R:742:0xA4:0x8A
-
-# The Phoenix
-R:743:0x9D:0x98
-
-# Nightcrawler
-R:744:0xA4:0x8C
-
-# Forest ogre
-R:745:0xC3:0xB8
-
-# Rebel ogre
-R:746:0xA1:0x8B
-
-# Rebel giant
-R:747:0xA1:0x91
-
-# Hand druj
-R:748:0xAC:0x8E
-
-# Eye druj
-R:749:0xAC:0x8F
-
-# Skull druj
-R:750:0xAC:0x90
-
-# Chaos vortex
-R:751:0xAC:0x9B
-
-# Aether vortex
-R:752:0xAC:0x9C
-
-# Spider quylthulg
-R:753:0xC3:0xB5
-
-# Canine quylthulg
-R:754:0xC3:0xB6
-
-# Thuringwethil, the Vampire Messenger
-R:755:0xA3:0x9D
-
-# Great Worm of Fire
-R:756:0x9E:0x99
-
-# Aquatic quylthulg
-R:757:0xC3:0xB7
-
-# Adventurer quylthulg
-R:758:0xA1:0x9A
-
-# Draconic quylthulg
-R:759:0xA1:0x9E
-
-# White hulk
-R:760:0xC4:0xA0
-
-# Death hulk
-R:761:0xC4:0xA1
-
-# Fundin Bluecloak
-R:762:0xBE:0x91
-
-# Black Balrog
-R:763:0xC0:0xA9
-
-# Orange hulk
-R:764:0xC4:0xA2
-
-# Fire hulk
-R:765:0xC4:0xA3
-
-# Ancalagon the Black
-R:766:0x9E:0x9A
-
-# Forest hulk
-R:767:0xC4:0xA4
-
-# Nightwalker
-R:768:0xBD:0x85
-
-# Night hulk
-R:769:0xC4:0xA5
-
-# Silver hulk
-R:770:0xC4:0xA6
-
-# Saruman of Many Colours
-R:771:0xAB:0x9E
-
-# Harowen the Black Hand
-R:772:0xBE:0x94
-
-# Blue Balrog
-R:773:0xC0:0xAB
-
-# Dreadlord
-R:774:0xA0:0x86
-
-# Greater kraken
-R:775:0xBD:0x86
-
-# Archlich
-R:776:0xA4:0x8D
-
-# Tevildo, Prince of Cats
-R:777:0xB3:0x8F
-
-# Jabberwock
-R:778:0xC5:0x82
-
-# Chaos hound
-R:779:0xA5:0x85
-
-# Chaos hulk
-R:780:0xC4:0xA7
-
-# Beholder hive-mother
-R:781:0xBE:0x96
-
-# Leviathan
-R:782:0xBD:0x87
-
-# Great Worm of Chaos
-R:783:0x9E:0x9B
-
-# Great Worm of Law
-R:784:0x9E:0x9C
-
-# Great Worm of Balance
-R:785:0x9E:0x9D
-
-# Yellow hulk
-R:786:0xC4:0xA8
-
-# White Balrog
-R:787:0xC0:0xAA
-
-# Red hulk
-R:788:0xC4:0xA9
-
-# Trone, the Rebel Thunderlord
-R:789:0x08:0x42
-
-# Great Worm of Many Colours
-R:790:0xB3:0x93
-
-# Marda, rider of gold Laronth
-R:791:0xB3:0x94
-
-# Tselakus, the Dreadlord
-R:792:0xA0:0x87
-
-# Sky Drake
-R:793:0xB3:0x95
-
-# Eilinel the Entrapped
-R:794:0xA0:0x83
-
-# Dagorrog
-R:795:0xC5:0x84
-
-# Green hulk
-R:796:0xC4:0xAA
-
-# Blue hulk
-R:797:0xC4:0xAB
-
-# Black reaver
-R:798:0xA1:0x85
-
-# Master mindcrafter
-R:799:0xAB:0x9F
-
-# Greater demonic quylthulg
-R:800:0xA1:0x9F
-
-# Greater draconic quylthulg
-R:801:0xA2:0x80
-
-# Greater rotting quylthulg
-R:802:0xA2:0x81
-
-# Invisible Horror
-R:803:0xBC:0x88
-
-# Feagwath, the Undead Sorcerer
-R:804:0xA1:0x86
-
-# Silver wraith
-R:805:0xA3:0x9F
-
-# Adventurer wraith
-R:806:0xA4:0x81
-
-# Balrog Captain
-R:807:0xC0:0xAC
-
-# Ungoliant, the Unlight
-R:808:0xA3:0x88
-
-# Vampire orc
-R:809:0xC0:0xA0
-
-# Vampire yeek
-R:810:0xC0:0xA1
-
-# Aether hound
-R:811:0xA5:0x86
-
-# Greater Balrog
-R:812:0xC0:0xAD
-
-# Vampire ogre
-R:813:0xC0:0xA2
-
-# Vampire troll
-R:814:0xC0:0xA3
-
-# Vampire dwarf
-R:815:0xC0:0xA4
-
-# Vampire elf
-R:816:0xC0:0xA5
-
-# Vampire gnome
-R:817:0xC0:0xA6
-
-# The Mouth of Sauron
-R:818:0xBE:0x9E
-
-# The Necromancer of Dol Guldur
-R:819:0xB3:0x9E
-
-# Lisa, rider of gold Romth
-R:820:0xB3:0x9F
-
-# Master quylthulg
-R:821:0xA2:0x82
-
-# Qlzqqlzuup, the Lord of Flesh
-R:822:0xA2:0x83
-
-# Vampire adventurer
-R:823:0xA3:0x9A
-
-# Flare, rider of bronze Moonth
-R:824:0xB4:0x80
-
-# Maeglin, the Traitor of Gondolin
-R:825:0xA4:0x8E
-
-# Snow-frog
-R:826:0xC1:0xBE
-
-# Swamp lizard
-R:827:0xC1:0xBD
-
-# Giant silver frog
-R:828:0xC1:0xBE
-
-# Greater Hellhound
-R:829:0x9E:0x83
-
-# Cantoras, the Skeletal Lord
-R:830:0xAC:0x91
-
-# Blue lizard
-R:831:0xC1:0xBF
-
-# Death dragonfly
-R:832:0xC1:0xB3
-
-# Giant swamp dragonfly
-R:833:0xC1:0xB4
-
-# Giant red dragonfly
-R:834:0xC1:0xB5
-
-# Giant forest dragonfly
-R:835:0xC1:0xB6
-
-# Giant blue dragonfly
-R:836:0xC1:0xB7
-
-# Giant brown dragonfly
-R:837:0xC1:0xB8
-
-# The Tarrasque
-R:838:0xBC:0x93
-
-# Lungorthin, the Balrog of White Fire
-R:839:0xBF:0x86
-
-# Draugluin, Sire of All Werewolves
-R:840:0xBF:0x87
-
-# Giant silver dragonfly
-R:841:0xC1:0xB9
-
-# Giant violet dragonfly
-R:842:0xC1:0xBA
-
-# Giant pink dragonfly
-R:843:0xC1:0xBB
-
-# Vecna, the Emperor Lich
-R:844:0xB4:0x85
-
-# Aquatic dragonfly
-R:845:0xC1:0xBC
-
-# Giant red mouse
-R:846:0xC1:0xB0
-
-# Great Wyrm of Power
-R:847:0xB4:0x87
-
-# Giant blue mouse
-R:848:0xC1:0xB1
-
-# Giant yellow mouse
-R:849:0xC1:0xB2
-
-# Carcharoth, the Jaws of Thirst
-R:850:0x9E:0x86
-
-# Giant pink rat
-R:851:0xC1:0xAE
-
-# Giant tree rat
-R:852:0xC1:0xAF
-
-# Huan, Wolfhound of the Valar
-R:853:0x9E:0x87
-
-# Polar bear
-R:854:0xC1:0xA8
-
-# Blue bear
-R:855:0xC1:0xA9
-
-# Gothmog, the High Captain of Balrogs
-R:856:0xAD:0x98
-
-# Old bear
-R:857:0xC1:0xAA
-
-# Sarko, rider of gold Foronth
-R:858:0xB4:0x8C
-
-# Teddy bear
-R:859:0xC1:0xAB
-
-# Sauron, the Sorcerer
-R:860:0xAC:0x80
-
-# DarkGod, the Mighty Coder of Hell
-R:861:0xC0:0x9D
-
-# Morgoth, Lord of Darkness
-R:862:0xB4:0x8E
-
-# Human Warrior
-R:863:0xB5:0x80
-
-# Elven archer
-R:864:0xB5:0x81
-
-# Dwarven warrior
-R:865:0xB5:0x82
-
-# Elite uruk
-R:866:0xB5:0x83
-
-# Fire bear
-R:867:0xC1:0xAC
-
-# The Variant Maintainer
-R:868:0xBC:0x8B
-
-# Random Number Generator
-R:869:0xBC:0x8A
-
-# Rocket mine
-R:870:0xBD:0x88
-
-# Bouncing mine
-R:871:0xBD:0x89
-
-# Durin's Bane
-R:872:0xBF:0x89
-
-# Aquatic bear
-R:873:0xC1:0xAD
-
-# Rot jelly
-R:874:0xBD:0x8A
-
-# Death
-R:875:0xBD:0x8B
-
-# Famine
-R:876:0xBD:0x8D
-
-# Pestilence
-R:877:0xBD:0x8C
-
-# War
-R:878:0xBD:0x8E
-
-# Pike
-R:879:0xBD:0x8F
-
-# Electric eel
-R:880:0xBD:0x90
-
-# Giant crayfish
-R:881:0xBD:0x91
-
-# Mermaid
-R:882:0xBD:0x92
-
-# Box jellyfish
-R:883:0xBA:0x81
-
-# Giant piranha
-R:884:0xB6:0x9D
-
-# Piranha
-R:885:0xB6:0x9D
-
-# Swamp naga
-R:886:0xC1:0xA2
-
-# Ocean naga
-R:887:0xC1:0xA3
-
-# Snail
-R:888:0xBE:0xBE
-
-# Whale
-R:889:0xBA:0x98
-
-# Sand mite
-R:890:0xBD:0x98
-
-# Octopus
-R:891:0xBD:0x99
-
-# Giant octopus
-R:892:0xBD:0x9A
-
-# Eye of the deep
-R:893:0xBD:0x9B
-
-# Murk dweller
-R:894:0xBF:0x8B
-
-# Drowned soul
-R:895:0xBF:0x8C
-
-# Tiger shark
-R:896:0xBF:0x8D
-
-# Hammerhead shark
-R:897:0xBA:0x90
-
-# Great white shark
-R:898:0xBB:0x82
-
-# Aquatic golem
-R:899:0xBF:0x8E
-
-# Brown naga
-R:900:0xC1:0xA4
-
-# White shark
-R:901:0xBB:0x82
-
-# Scrag
-R:902:0xBF:0x91
-
-# Jaws
-R:903:0xBB:0x8C
-
-# Silver naga
-R:904:0xC1:0xA5
-
-# Aquatic elven warrior
-R:905:0xBF:0x94
-
-# Aquatic elven mage
-R:906:0xBF:0x95
-
-# Stargazer
-R:907:0xBF:0x96
-
-# Elder stargazer
-R:908:0xBF:0x97
-
-# Flounder
-R:909:0xBF:0x98
-
-# Giant turtle
-R:910:0xBF:0x99
-
-# Hatchling dragon turtle
-R:911:0xBF:0x9A
-
-# Young dragon turtle
-R:912:0xBF:0x9B
-
-# Mature dragon turtle
-R:913:0xBF:0x9C
-
-# Ancient dragon turtle
-R:914:0xBF:0x9D
-
-# Fastitocalon
-R:915:0xBF:0x9E
-
-# Undead stargazer
-R:916:0xBF:0x9F
-
-# Killer whale
-R:917:0xB9:0x9C
-
-# Merrow
-R:918:0xC5:0x85
-
-# Water naga
-R:919:0xC0:0x81
-
-# Night naga
-R:920:0xC1:0xA6
-
-# Tree naga
-R:921:0xC1:0xA7
-
-# Moby Dick, the White Whale
-R:922:0xC0:0x80
-
-# Aquatic hound
-R:923:0xC0:0x85
-
-# Gaurrog
-R:924:0xC0:0x86
-
-# Adventurer naga
-R:925:0xA9:0x88
-
-# White mold
-R:926:0xC2:0xBD
-
-# Silver mold
-R:927:0xC2:0xBE
-
-# Mathilde
-R:928:0xBD:0x9C
-
-# Child spirit
-R:929:0xBD:0x9D
-
-# Young spirit
-R:930:0xBD:0x9E
-
-# Mature spirit
-R:931:0xBD:0x9F
-
-# Experienced spirit
-R:932:0xBE:0x80
-
-# Wise spirit
-R:933:0xBE:0x81
-
-# Fangorn the Treebeard, Lord of the Ents
-R:934:0xC0:0x8A
-
-# Gandalf the Grey
-R:935:0xC0:0x8B
-
-# Nar, the Dwarf
-R:936:0xC0:0x8C
-
-# Apprentice mindcrafter
-R:937:0xAA:0x9A
-
-# Great Swamp Worm
-R:938:0xC5:0x86
-
-# Great Bile Worm
-R:939:0xC5:0x87
-
-# Blue Firebird
-R:940:0xBE:0x82
-
-# Green Firebird
-R:941:0xBE:0x83
-
-# Brown Firebird
-R:942:0xBE:0x84
-
-# Bronze Firebird
-R:943:0xBE:0x85
-
-# Gold Firebird
-R:944:0xBE:0x86
-
-# High-elven ranger
-R:945:0xBE:0x87
-
-# Uvatha the Horseman
-R:946:0xC0:0x90
-
-# Adunaphel the Quiet
-R:947:0xC0:0x91
-
-# Akhorahil the Blind
-R:948:0xC0:0x92
-
-# Ren the Unclean
-R:949:0xC0:0x93
-
-# Ji Indur Dawndeath
-R:950:0xC0:0x94
-
-# Dwar, Dog Lord of Waw
-R:951:0xC0:0x95
-
-# Hoarmurath of Dir
-R:952:0xC0:0x96
-
-# Khamul, the Black Easterling
-R:953:0xC0:0x97
-
-# The Witch-King of Angmar
-R:954:0xC0:0x98
-
-# Green Thunderlord
-R:955:0xB3:0x96
-
-# Blue Thunderlord
-R:956:0xB3:0x8E
-
-# Brown Thunderlord
-R:957:0xB3:0x98
-
-# Bronze Thunderlord
-R:958:0xB3:0x98
-
-# Gold Thunderlord
-R:959:0xB3:0x94
-
-# Blood Sprout
-R:960:0xBE:0x88
-
-# Gorlim the Unhappy
-R:961:0xC0:0x99
-
-# Pink mold
-R:962:0xC2:0xBF
-
-# Aranea
-R:963:0xC1:0x9A
-
-# Elder aranea
-R:964:0xC0:0x9A
-
-# Giant brown tick
-R:965:0xC5:0x88
-
-# Wavelord
-R:966:0xC0:0x9C
-
-# Novice possessor (soul)
-R:967:0xC4:0x86
-
-# Bat of Gorgoroth
-R:968:0xC5:0x97
-
-# The Princess
-R:969:0xC5:0x98
-
-# Merton Proudfoot, the lost hobbit
-R:970:0xC5:0x99
-
-# The Wight-King of the Barrow-downs
-R:971:0xA4:0x81
-
-# Adventurer
-R:972:0xC5:0x9B
-
-# Experienced possessor (soul)
-R:973:0xC5:0x9C
-
-# Old possessor (soul)
-R:974:0xC5:0x9D
-
-# Tree mold
-R:975:0xC1:0xA0
-
-# Bronze dragon worm
-R:976:0xC6:0x80
-
-# Gold dragon worm
-R:977:0xC5:0x9F
-
-# Defenceless Mold
-R:978:0xBC:0x89
-
-# Blue mold
-R:979:0xC1:0xA1
-
-# Ar-Pharazon the Golden
-R:980:0xC0:0x9E
-
-# Doppleganger
-R:981:0x97:0x8C
-
-# Marylene, Heartbreakeress of the Netherworld
-R:982:0xC1:0x8D
-
-# Adventurer mold
-R:983:0xA9:0x81
-
-# Gnome paladin
-R:984:0xC2:0xB7
-
-# Bandobras Took
-R:985:0xA7:0x9B
-
-# 3-headed hydra
-R:986:0xA2:0x94
-
-# Uldor the Accursed
-R:987:0xAB:0x95
-
-# Mystic
-R:988:0xAB:0x9B
-
-# Elder vampire
-R:989:0xA1:0x99
-
-# Ulfang the Black
-R:990:0xAA:0x96
-
-# Demonologist
-R:991:0xA8:0x82
-
-# Ungorrog
-R:992:0xA2:0x9C
-
-# Faunungol
-R:993:0xA2:0x8E
-
-# Naurungol
-R:994:0xC2:0x8E
-
-# Sererrog
-R:995:0xC2:0x8F
-
-# Red Balrog
-R:996:0xC0:0xA8
-
-# Master mystic
-R:997:0xAA:0x94
-
-# Grand master mystic
-R:998:0xAB:0x9D
-
-# Morgulrog
-R:999:0xA0:0x84
-
-# Novice mindcrafter
-R:1000:0xAA:0x9A
-
-# Gnome lord
-R:1001:0xC2:0xB8
-
-# Great Worm of Perplexity
-R:1002:0xC2:0x92
-
-# Gnome mystic
-R:1003:0xC2:0xBA
-
-# Great Worm of Thunder
-R:1004:0xC5:0x8A
-
-# Silver mouse
-R:1005:0xC5:0x8B
-
-# The Rat King
-R:1006:0xC2:0x96
-
-# Gnome priest
-R:1007:0xC2:0xB9
-
-# Black midge
-R:1008:0xC2:0x98
-
-# Fire Phantom
-R:1009:0xC2:0x99
-
-# The Insane Player
-R:1010:0x92:0x81
-
-# Gnome rogue
-R:1011:0xC2:0xBB
-
-# Vermicious Knid
-R:1012:0xC2:0x9B
-
-# Bone golem
-R:1013:0xC2:0x9C
-
-# Gnome warrior
-R:1014:0xC2:0xBC
-
-# Bronze golem
-R:1015:0xC5:0x8C
-
-# Wizard leprawn
-R:1016:0xC2:0xB5
-
-# Kender
-R:1017:0xC2:0xB6
-
-# Adventurer gnome
-R:1018:0xC2:0xBC
-
-# Tree cat
-R:1019:0xC2:0xB1
-
-# Night cat
-R:1020:0xC2:0xB2
-
-# Leopard
-R:1021:0xC2:0xB3
-
-# Cheshire cat
-R:1022:0xC2:0xB4
-
-# Blue dragon worm
-R:1023:0xC3:0x8E
-
-# White dragon worm
-R:1024:0xC3:0x8F
-
-# Green dragon worm
-R:1025:0xC3:0x92
-
-# Black dragon worm
-R:1026:0xC3:0x91
-
-# Red dragon worm
-R:1027:0xC3:0x90
-
-# Multi-hued dragon worm
-R:1028:0xC3:0x93
-
-# The Minotaur of the Labyrinth
-R:1029:0xC3:0x94
-
-# The Sandworm Queen
-R:1030:0xC3:0x9B
-
-# Sandworm
-R:1031:0xC3:0x9C
-
-# Tik'srvzllat
-R:1032:0xC3:0x9D
-
-# The Glass Golem
-R:1033:0xC5:0x8E
-
-# Elenwe the Lost
-R:1034:0xBE:0xBF
-
-# Golgarach, the Living Rock
-R:1035:0x80:0x84
-
-# Sanctimonious-looking preacher
-R:1036:0xC2:0xAD
-
-# Weary-looking traveller
-R:1037:0xC2:0xAE
-
-# Water hound
-R:1038:0xC6:0x88
-
-# Improv, the mighty MoLD
-R:1039:0xC6:0x8E
-
-# Emperor mimic
-R:1040:0xC6:0x9C
-
-# Melinda Proudfoot
-R:1041:0x88:0xAA
-
-# Thrain, the King Under the Mountain
-R:1042:0x88:0xAB
-
-# Fire golem
-R:1043:0x8C:0xA0
-
-# Melkor, Lord of Darkness
-R:1044:0x8C:0xA1
-
-# Spirit
-R:1045:0x92:0x9F
-
-# Spirit
-R:1046:0x92:0xA0
-
-# Spirit
-R:1047:0x92:0xA1
-
-# Spirit
-R:1048:0x92:0xA2
-
-# Spirit
-R:1049:0x92:0xA3
-
-# Spirit
-R:1050:0x92:0xA4
-
-# Spirit
-R:1051:0x92:0xA5
-
-# Spirit
-R:1052:0x92:0xA6
-
-# Spirit
-R:1053:0x92:0xA7
-
-# Spirit
-R:1054:0x92:0xA8
-
-# Spirit
-R:1055:0x92:0xA9
-
-# Spirit
-R:1056:0x92:0xAA
-
-# Spirit
-R:1057:0x92:0xA3
-
-# Spirit
-R:1058:0x92:0xAB
-
-# Spirit
-R:1059:0x92:0xAC
-
-# Spirit
-R:1060:0x92:0xAD
-
-# Spirit
-R:1061:0x92:0xAE
-
-# Spirit
-R:1062:0x92:0xAF
-
-# Spirit
-R:1063:0x92:0xB0
-
-# Spirit
-R:1064:0x92:0xB1
-
-# Spirit
-R:1065:0x92:0xB2
-
-# Spirit
-R:1066:0x92:0xB3
-
-# Spirit
-R:1067:0x92:0xB4
-
-# Spirit
-R:1068:0x92:0xB5
-
-# Spirit
-R:1069:0x92:0xB6
-
-# Spirit
-R:1070:0x92:0xB7
-
-# Spirit
-R:1071:0x92:0xB8
-
-# Spirit
-R:1072:0x92:0xB9
-
-# Spirit
-R:1073:0x92:0xBA
-
-# Spirit
-R:1074:0x92:0xBB
-
-# Spirit
-R:1075:0x92:0xBC
-
-# Neil, the Sorceror
-R:1076:0x0A:0x68
-
-# Swamp wight
-R:1077:0xC0:0xA7
-
-# Knight of the Swan
-R:1078:0xC2:0xAF
-
-# Spells (*)
-S:48:0x91/0x88
-S:49:0x91/0x89
-S:50:0x91/0x8A
-S:51:0x91/0x8B
-S:52:0x91/0x8C
-S:53:0x91/0x8D
-S:54:0x91/0x8E
-S:55:0x91/0x8F
-S:56:0x91/0x90
-S:57:0x91/0x91
-S:58:0x91/0x92
-S:59:0x91/0x93
-S:60:0x91/0x94
-S:61:0x91/0x95
-S:62:0x91/0x96
-S:63:0x91/0x97
-
-# Spells (|)
-S:64:0x8F/0x80
-S:65:0x8F/0x84
-S:66:0x8F/0x88
-S:67:0x8F/0x8C
-S:68:0x8F/0x90
-S:69:0x8F/0x94
-S:70:0x8F/0x98
-S:71:0x8F/0x9C
-S:72:0x90/0x80
-S:73:0x90/0x84
-S:74:0x90/0x88
-S:75:0x90/0x8C
-S:76:0x90/0x90
-S:77:0x90/0x94
-S:78:0x90/0x98
-S:79:0x90/0x9C
-
-# Spells (-)
-S:80:0x8F/0x81
-S:81:0x8F/0x85
-S:82:0x8F/0x89
-S:83:0x8F/0x8D
-S:84:0x8F/0x91
-S:85:0x8F/0x95
-S:86:0x8F/0x99
-S:87:0x8F/0x9D
-S:88:0x90/0x81
-S:89:0x90/0x85
-S:90:0x90/0x89
-S:91:0x90/0x8D
-S:92:0x90/0x91
-S:93:0x90/0x95
-S:94:0x90/0x99
-S:95:0x90/0x9D
-
-# Spells (/)
-S:96:0x8F/0x82
-S:97:0x8F/0x86
-S:98:0x8F/0x8A
-S:99:0x8F/0x8E
-S:100:0x8F/0x92
-S:101:0x8F/0x96
-S:102:0x8F/0x9A
-S:103:0x8F/0x9E
-S:104:0x90/0x82
-S:105:0x90/0x86
-S:106:0x90/0x8A
-S:107:0x90/0x8E
-S:108:0x90/0x92
-S:109:0x90/0x96
-S:110:0x90/0x9A
-S:111:0x90/0x9E
-
-# Spells (\)
-S:112:0x8F/0x83
-S:113:0x8F/0x87
-S:114:0x8F/0x8B
-S:115:0x8F/0x8F
-S:116:0x8F/0x93
-S:117:0x8F/0x97
-S:118:0x8F/0x9B
-S:119:0x8F/0x9F
-S:120:0x90/0x83
-S:121:0x90/0x87
-S:122:0x90/0x8B
-S:123:0x90/0x8F
-S:124:0x90/0x93
-S:125:0x90/0x97
-S:126:0x90/0x9B
-S:127:0x90/0x9F
-
-# Amulets (")
-S:128:0x87/0x87
-S:129:0x87/0x80
-S:130:0x87/0x88
-S:131:0x87/0x82
-S:132:0x87/0x83
-S:133:0x87/0x84
-S:134:0x87/0x85
-S:135:0x87/0x86
-S:136:0x87/0x81
-S:137:0x87/0x81
-S:138:0x87/0x89
-S:139:0x87/0x8A
-S:140:0x87/0x8B
-S:141:0x87/0x8C
-S:142:0x87/0x8D
-S:143:0x87/0x8E
-
-# Rings (=)
-S:144:0x84/0x87
-S:145:0x84/0x80
-S:146:0x84/0x88
-S:147:0x84/0x82
-S:148:0x84/0x83
-S:149:0x84/0x84
-S:150:0x84/0x85
-S:151:0x84/0x86
-S:152:0x84/0x81
-S:153:0x84/0x81
-S:154:0x84/0x89
-S:155:0x84/0x8A
-S:156:0x84/0x8B
-S:157:0x84/0x8C
-S:158:0x84/0x8D
-S:159:0x84/0x8E
-
-# Staffs (_)
-S:160:0x87/0x96
-S:161:0x87/0x95
-S:162:0x87/0x95
-S:163:0x87/0x92
-S:164:0x87/0x92
-S:165:0x87/0x93
-S:166:0x87/0x95
-S:167:0x87/0x90
-S:168:0x87/0x95
-S:169:0x87/0x95
-S:170:0x87/0x92
-S:171:0x87/0x94
-S:172:0x87/0x92
-S:173:0x87/0x93
-S:174:0x87/0x96
-S:175:0x87/0x90
-
-# Wands (-)
-S:176:0x86/0x97
-S:177:0x86/0x90
-S:178:0x86/0x98
-S:179:0x86/0x92
-S:180:0x86/0x93
-S:181:0x86/0x94
-S:182:0x86/0x95
-S:183:0x86/0x96
-S:184:0x86/0x91
-S:185:0x86/0x91
-S:186:0x86/0x99
-S:187:0x86/0x9A
-S:188:0x86/0x9B
-S:189:0x86/0x9C
-S:190:0x86/0x9D
-S:191:0x86/0x9E
-
-# Rods (-)
-S:192:0x86/0x87
-S:193:0x86/0x80
-S:194:0x86/0x88
-S:195:0x86/0x82
-S:196:0x86/0x83
-S:197:0x86/0x84
-S:198:0x86/0x85
-S:199:0x86/0x86
-S:200:0x86/0x81
-S:201:0x86/0x81
-S:202:0x86/0x89
-S:203:0x86/0x8A
-S:204:0x86/0x8B
-S:205:0x86/0x8C
-S:206:0x86/0x8D
-S:207:0x86/0x8E
-
-# Scrolls (?)
-S:208:0x83/0x9C
-S:209:0x83/0x9D
-S:210:0x83/0x9E
-S:211:0x83/0x9F
-S:212:0x83/0x9C
-S:213:0x83/0x9D
-S:214:0x83/0x9E
-S:215:0x83/0x9F
-S:216:0x83/0x9C
-S:217:0x83/0x9D
-S:218:0x83/0x9E
-S:219:0x83/0x9F
-S:220:0x83/0x9C
-S:221:0x83/0x9D
-S:222:0x83/0x9E
-S:223:0x83/0x9F
-
-# Potions (!)
-S:224:0x85/0x87
-S:225:0x85/0x80
-S:226:0x85/0x88
-S:227:0x85/0x82
-S:228:0x85/0x83
-S:229:0x85/0x84
-S:230:0x85/0x85
-S:231:0x85/0x86
-S:232:0x85/0x81
-S:233:0x85/0x81
-S:234:0x85/0x89
-S:235:0x85/0x8A
-S:236:0x85/0x8B
-S:237:0x85/0x8C
-S:238:0x85/0x8D
-S:239:0x85/0x8E
-
-# Food (,)
-S:240:0x85/0x97
-S:241:0x85/0x90
-S:242:0x85/0x98
-S:243:0x85/0x92
-S:244:0x85/0x93
-S:245:0x85/0x94
-S:246:0x85/0x95
-S:247:0x85/0x96
-S:248:0x85/0x91
-S:249:0x85/0x91
-S:250:0x85/0x99
-S:251:0x85/0x9A
-S:252:0x85/0x9B
-S:253:0x85/0x9C
-S:254:0x85/0x9D
-S:255:0x85/0x9E
-
-# Elven
-G:M:12:0x91/0xA1
-
-# Dwarven
-G:M:13:0x91/0xA0
-
-# Spirit
-R:1045:0x92/0x9F
-R:1046:0x92/0xA0
-R:1047:0x92/0xA1
-R:1048:0x92/0xA2
-R:1049:0x92/0xA3
-R:1050:0x92/0xA4
-R:1051:0x92/0xA5
-R:1052:0x92/0xA6
-R:1053:0x92/0xA7
-R:1054:0x92/0xA8
-R:1055:0x92/0xA9
-R:1056:0x92/0xAA
-R:1057:0x92/0xA3
-R:1058:0x92/0xAB
-R:1059:0x92/0xAC
-R:1060:0x92/0xAD
-R:1061:0x92/0xAE
-R:1062:0x92/0xAF
-R:1063:0x92/0xB0
-R:1064:0x92/0xB1
-R:1065:0x92/0xB2
-R:1066:0x92/0xB3
-R:1067:0x92/0xB4
-R:1068:0x92/0xB5
-R:1069:0x92/0xB6
-R:1070:0x92/0xB7
-R:1071:0x92/0xB8
-R:1072:0x92/0xB9
-R:1073:0x92/0xBA
-R:1074:0x92/0xBB
-R:1075:0x92/0xBC
-
-# & Spellbook~ of #
-K:757:0x91/0xA4
-
-# Weakness Trap
-#G:T:1:0xFF/0xFF
-#G:T:2:0xFF/0xFF
-#G:T:3:0xFF/0xFF
-
-# Intelligence Trap
-#G:T:4:0xFF/0xFF
-#G:T:5:0xFF/0xFF
-#G:T:6:0xFF/0xFF
-
-# Wisdom Trap
-#G:T:7:0xFF/0xFF
-#G:T:8:0xFF/0xFF
-#G:T:9:0xFF/0xFF
-
-# Fumbling Fingers Trap
-#G:T:10:0xFF/0xFF
-#G:T:11:0xFF/0xFF
-#G:T:12:0xFF/0xFF
-
-# Wasting Trap
-#G:T:13:0xFF/0xFF
-#G:T:14:0xFF/0xFF
-#G:T:15:0xFF/0xFF
-
-# Beauty Trap
-#G:T:16:0xFF/0xFF
-#G:T:17:0xFF/0xFF
-#G:T:18:0xFF/0xFF
-
-# Trap of Curse Weapon
-#G:T:20:0xFF/0xFF
-
-# Trap of Curse Armor
-#G:T:21:0xFF/0xFF
-
-# Earthquake Trap
-#G:T:22:0xFF/0xFF
-
-# Poison Needle Trap
-#G:T:23:0xFF/0xFF
-
-# Summon Monster Trap
-#G:T:24:0xFF/0xFF
-
-# Summon Undead Trap
-#G:T:25:0xFF/0xFF
-
-# Summon Greater Undead Trap
-#G:T:26:0xFF/0xFF
-
-# Teleport Trap
-#G:T:27:0xFF/0xFF
-
-# Paralyzing Trap
-#G:T:28:0xFF/0xFF
-
-# Explosive Device
-#G:T:29:0xFF/0xFF
-
-# Teleport Item Trap
-#G:T:30:0xFF/0xFF
-
-# Lose Memory Trap
-#G:T:31:0xFF/0xFF
-
-# Bitter Regret Trap
-#G:T:32:0xFF/0xFF
-
-# Bowel Cramps Trap
-#G:T:33:0xFF/0xFF
-
-# Blindness
-#G:T:34:0xFF/0xFF
-
-# Aggravation Trap
-#G:T:35:0xFF/0xFF
-
-# Multiplication Trap
-#G:T:36:0xFF/0xFF
-
-# Steal Item Trap
-#G:T:37:0xFF/0xFF
-
-# Summon Fast Quylthulgs Trap
-#G:T:38:0xFF/0xFF
-
-# Trap of Sinking
-#G:T:39:0xFF/0xFF
-
-# Trap of Mana Drain
-#G:T:40:0xFF/0xFF
-
-# Trap of Missing Money
-#G:T:41:0xFF/0xFF
-
-# Trap of No Return
-#G:T:42:0xFF/0xFF
-
-# Trap of Silent Switching
-#G:T:43:0xFF/0xFF
-
-# Trap of Walls
-#G:T:44:0xFF/0xFF
-
-# Trap of Calling Out
-#G:T:45:0xFF/0xFF
-
-# Trap of Sliding
-#G:T:46:0xFF/0xFF
-
-# Trap of Charges Drain
-#G:T:47:0xFF/0xFF
-
-# Trap of Stair Movement
-#G:T:48:0xFF/0xFF
-
-# Trap of New Trap
-#G:T:49:0xFF/0xFF
-
-# Trap of Scatter Items
-#G:T:50:0xFF/0xFF
-
-# Trap of Decay
-#G:T:51:0xFF/0xFF
-
-# Trap of Wasting Wands
-#G:T:52:0xFF/0xFF
-
-# Trap of Filling
-#G:T:53:0xFF/0xFF
-
-# Trap of Drain Speed
-#G:T:54:0xFF/0xFF
-
-# Lightning Bolt Trap
-#G:T:60:0xFF/0xFF
-
-# Poison Bolt Trap
-#G:T:61:0xFF/0xFF
-
-# Acid Bolt Trap
-#G:T:62:0xFF/0xFF
-
-# Cold Bolt Trap
-#G:T:63:0xFF/0xFF
-
-# Fire Bolt Trap
-#G:T:64:0xFF/0xFF
-
-# Plasma Bolt Trap
-#G:T:65:0xFF/0xFF
-
-# Water Bolt Trap
-#G:T:66:0xFF/0xFF
-
-# Lite Bolt Trap
-#G:T:67:0xFF/0xFF
-
-# Dark Bolt Trap
-#G:T:68:0xFF/0xFF
-
-# Shards Bolt Trap
-#G:T:69:0xFF/0xFF
-
-# Sound Bolt Trap
-#G:T:70:0xFF/0xFF
-
-# Confusion Bolt Trap
-#G:T:71:0xFF/0xFF
-
-# Force Bolt Trap
-#G:T:72:0xFF/0xFF
-
-# Inertia Bolt Trap
-#G:T:73:0xFF/0xFF
-
-# Mana Bolt Trap
-#G:T:74:0xFF/0xFF
-
-# Ice Bolt Trap
-#G:T:75:0xFF/0xFF
-
-# Chaos Bolt Trap
-#G:T:76:0xFF/0xFF
-
-# Nether Bolt Trap
-#G:T:77:0xFF/0xFF
-
-# Disenchantment Bolt Trap
-#G:T:78:0xFF/0xFF
-
-# Nexus Bolt Trap
-#G:T:79:0xFF/0xFF
-
-# Time Bolt Trap
-#G:T:80:0xFF/0xFF
-
-# Gravity Bolt Trap
-#G:T:81:0xFF/0xFF
-
-# Lightning Ball Trap
-#G:T:82:0xFF/0xFF
-
-# Poison Ball Trap
-#G:T:83:0xFF/0xFF
-
-# Acid Ball Trap
-#G:T:84:0xFF/0xFF
-
-# Cold Ball Trap
-#G:T:85:0xFF/0xFF
-
-# Fire Ball Trap
-#G:T:86:0xFF/0xFF
-
-# Plasma Ball Trap
-#G:T:87:0xFF/0xFF
-
-# Water Ball Trap
-#G:T:88:0xFF/0xFF
-
-# Light Ball Trap
-#G:T:89:0xFF/0xFF
-
-# Darkness Ball Trap
-#G:T:90:0xFF/0xFF
-
-# Shards Ball Trap
-#G:T:91:0xFF/0xFF
-
-# Sound Ball Trap
-#G:T:92:0xFF/0xFF
-
-# Confusion Ball Trap
-#G:T:93:0xFF/0xFF
-
-# Force Ball Trap
-#G:T:94:0xFF/0xFF
-
-# Mana Ball Trap
-#G:T:96:0xFF/0xFF
-
-# Ice Ball Trap
-#G:T:97:0xFF/0xFF
-
-# Chaos Ball Trap
-#G:T:98:0xFF/0xFF
-
-# Nether Ball Trap
-#G:T:99:0xFF/0xFF
-
-# Disenchantment Ball Trap
-#G:T:100:0xFF/0xFF
-
-# Nexus Ball Trap
-#G:T:101:0xFF/0xFF
-
-# Time Ball Trap
-#G:T:102:0xFF/0xFF
-
-# Gravity Ball Trap
-#G:T:103:0xFF/0xFF
-
-# Arrow Trap
-#G:T:110:0xFF/0xFF
-
-# Bolt Trap
-#G:T:111:0xFF/0xFF
-
-# Seeker Arrow Trap
-#G:T:112:0xFF/0xFF
-
-# Seeker Bolt Trap
-#G:T:113:0xFF/0xFF
-
-# Poison Arrow Trap
-#G:T:114:0xFF/0xFF
-
-# Poison Bolt Trap
-#G:T:115:0xFF/0xFF
-
-# Poison Seeker Arrow Trap
-#G:T:116:0xFF/0xFF
-
-# Poison Seeker Bolt Trap
-#G:T:117:0xFF/0xFF
-
-# Broken Dagger Trap
-#G:T:118:0xFF/0xFF
-
-# Dagger Trap
-#G:T:119:0xFF/0xFF
-
-# Poison Broken Dagger Trap
-#G:T:120:0xFF/0xFF
-
-# Poison Dagger Trap
-#G:T:121:0xFF/0xFF
-
-# Arrows Trap
-#G:T:122:0xFF/0xFF
-
-# Bolts Trap
-#G:T:123:0xFF/0xFF
-
-# Seeker Arrow Trap
-#G:T:124:0xFF/0xFF
-
-# Seeker Bolt Trap
-#G:T:125:0xFF/0xFF
-
-# Poison Arrows Trap
-#G:T:126:0xFF/0xFF
-
-# Poison Bolt Trap
-#G:T:127:0xFF/0xFF
-
-# Poison Seeker Arrows Trap
-#G:T:128:0xFF/0xFF
-
-# Poison Seeker Bolts Trap
-#G:T:129:0xFF/0xFF
-
-# Broken Daggers Trap
-#G:T:130:0xFF/0xFF
-
-# Dagger Trap
-#G:T:131:0xFF/0xFF
-
-# Poison Broken Daggers Trap
-#G:T:132:0xFF/0xFF
-
-# Poison Daggers Trap
-#G:T:133:0xFF/0xFF
-
-# Trap of Drop Item
-#G:T:140:0xFF/0xFF
-
-# Trap of Drop Items
-#G:T:141:0xFF/0xFF
-
-# Trap of Drop Everything
-#G:T:142:0xFF/0xFF
-
-# Trap of Femininity
-#G:T:150:0xFF/0xFF
-
-# Trap of Masculinity
-#G:T:151:0xFF/0xFF
-
-# Trap of Neutrality
-#G:T:152:0xFF/0xFF
-
-# Trap of Aging
-#G:T:153:0xFF/0xFF
-
-# Trap of Growing
-#G:T:154:0xFF/0xFF
-
-# Trap of Shrinking
-#G:T:155:0xFF/0xFF
-
-# Trap of Tanker Drain
-#G:T:157:0xFF/0xFF
-
-# Trap of Divine Anger
-#G:T:158:0xFF/0xFF
-
-# Trap of Divine Wrath
-#G:T:159:0xFF/0xFF
-
-# Hallucination Trap
-#G:T:160:0xFF/0xFF
-
-# Greater Magic Missile Trap
-#G:T:161:0xFF/0xFF
-
-# Foulness Trap
-#G:T:162:0xFF/0xFF
-
-# Trap of Holy Fire
-#G:T:164:0xFF/0xFF
-
-# Trap of Hell Fire
-#G:T:165:0xFF/0xFF
-
-# Psi Bolt Trap
-#G:T:166:0xFF/0xFF
-
-# Psi Drain Trap
-#G:T:167:0xFF/0xFF
-
-# Plasma Ball Trap
-#G:T:168:0xFF/0xFF
-
-# Psi Ball Trap
-#G:T:169:0xFF/0xFF
-
-# Acquirement Trap
-#G:T:170:0xFF/0xFF
-
-# Greater Lightning Bolt Trap
-#G:T:171:0xFF/0xFF
-
-# Greater Poison Bolt Trap
-#G:T:172:0xFF/0xFF
-
-# Greater Acid Bolt Trap
-#G:T:173:0xFF/0xFF
-
-# Greater Cold Bolt Trap
-#G:T:174:0xFF/0xFF
-
-# Greater Fire Bolt Trap
-#G:T:175:0xFF/0xFF
-# non-defines encountered :
-# Load the special player pictures
-%:xtra-new.prf
diff --git a/lib/mods/theme/pref/graf-sdl.prf b/lib/mods/theme/pref/graf-sdl.prf
deleted file mode 100644
index 818f876a..00000000
--- a/lib/mods/theme/pref/graf-sdl.prf
+++ /dev/null
@@ -1,37 +0,0 @@
-# File: graf-x11.prf
-
-
-# Font stuff
-%:font-x11.prf
-
-
-# Color palette - Graphics
-
-#V:16:0x01:0x00:0x00:0x00
-#V:17:0x01:0xF0:0xE0:0xD0
-#V:18:0x01:0x80:0x80:0x80
-#V:19:0x01:0x50:0x50:0x50
-#V:20:0x01:0xE0:0xB0:0x00
-#V:21:0x01:0xC0:0xA0:0x70
-#V:22:0x01:0x80:0x60:0x40
-#V:23:0x01:0x50:0x3C:0x28
-#V:24:0x01:0x00:0xA0:0xF0
-#V:25:0x01:0x00:0x00:0xF0
-#V:26:0x01:0x00:0x00:0x70
-#V:27:0x01:0xF0:0x00:0x00
-#V:28:0x01:0x80:0x00:0x00
-#V:29:0x01:0x90:0x00:0xB0
-#V:30:0x01:0x00:0x60:0x10
-#V:31:0x01:0x60:0xF0:0x40
-
-
-# Standard file
-?:[EQU $GRAF old]
-%:graf-xxx.prf
-
-# New tiles
-?:[EQU $GRAF new]
-%:graf-new.prf
-
-?:1
-
diff --git a/lib/mods/theme/pref/graf-win.prf b/lib/mods/theme/pref/graf-win.prf
deleted file mode 100644
index f59edb35..00000000
--- a/lib/mods/theme/pref/graf-win.prf
+++ /dev/null
@@ -1,16 +0,0 @@
-# File: graf-win.prf
-
-#
-# This file defines special attr/char mappings for use in "graphics" mode
-#
-# See "lib/help/command.txt" and "src/files.c" for more information.
-#
-
-
-# Standard file
-?:[EQU $GRAF old]
-%:graf-xxx.prf
-
-# New tiles
-?:[EQU $GRAF new]
-%:graf-new.prf
diff --git a/lib/mods/theme/pref/graf-x11.prf b/lib/mods/theme/pref/graf-x11.prf
deleted file mode 100644
index 818f876a..00000000
--- a/lib/mods/theme/pref/graf-x11.prf
+++ /dev/null
@@ -1,37 +0,0 @@
-# File: graf-x11.prf
-
-
-# Font stuff
-%:font-x11.prf
-
-
-# Color palette - Graphics
-
-#V:16:0x01:0x00:0x00:0x00
-#V:17:0x01:0xF0:0xE0:0xD0
-#V:18:0x01:0x80:0x80:0x80
-#V:19:0x01:0x50:0x50:0x50
-#V:20:0x01:0xE0:0xB0:0x00
-#V:21:0x01:0xC0:0xA0:0x70
-#V:22:0x01:0x80:0x60:0x40
-#V:23:0x01:0x50:0x3C:0x28
-#V:24:0x01:0x00:0xA0:0xF0
-#V:25:0x01:0x00:0x00:0xF0
-#V:26:0x01:0x00:0x00:0x70
-#V:27:0x01:0xF0:0x00:0x00
-#V:28:0x01:0x80:0x00:0x00
-#V:29:0x01:0x90:0x00:0xB0
-#V:30:0x01:0x00:0x60:0x10
-#V:31:0x01:0x60:0xF0:0x40
-
-
-# Standard file
-?:[EQU $GRAF old]
-%:graf-xxx.prf
-
-# New tiles
-?:[EQU $GRAF new]
-%:graf-new.prf
-
-?:1
-
diff --git a/lib/mods/theme/pref/graf-xxx.prf b/lib/mods/theme/pref/graf-xxx.prf
deleted file mode 100644
index 8be9d6da..00000000
--- a/lib/mods/theme/pref/graf-xxx.prf
+++ /dev/null
@@ -1,3267 +0,0 @@
-# PRF file generated by Andreas Koch`s Tile Assigner
-# at 12:19:29 AM
-
-# 2185 items
-# 2185 probably mapped correctly
-# 0 imported but not yet defined
-# 0 defined to value(s) lower than 0x80
-# Old header :
-### Special attr:char values ###
-# # Unused (@)
-# S:0x00:0x00:0x40
-# S:0x01:0x01:0x40
-# S:0x02:0x02:0x40
-# S:0x03:0x03:0x40
-# S:0x04:0x04:0x40
-# S:0x05:0x05:0x40
-# S:0x06:0x06:0x40
-# S:0x07:0x07:0x40
-# S:0x08:0x08:0x40
-# S:0x09:0x09:0x40
-# S:0x0A:0x0A:0x40
-# S:0x0B:0x0B:0x40
-# S:0x0C:0x0C:0x40
-# S:0x0D:0x0D:0x40
-# S:0x0E:0x0E:0x40
-# S:0x0F:0x0F:0x40
-# # Unused (@)
-# S:0x10:0x00:0x40
-# S:0x11:0x01:0x40
-# S:0x12:0x02:0x40
-# S:0x13:0x03:0x40
-# S:0x14:0x04:0x40
-# S:0x15:0x05:0x40
-# S:0x16:0x06:0x40
-# S:0x17:0x07:0x40
-# S:0x18:0x08:0x40
-# S:0x19:0x09:0x40
-# S:0x1A:0x0A:0x40
-# S:0x1B:0x0B:0x40
-# S:0x1C:0x0C:0x40
-# S:0x1D:0x0D:0x40
-# S:0x1E:0x0E:0x40
-# S:0x1F:0x0F:0x40
-# # Unused (@)
-# S:0x20:0x00:0x40
-# S:0x21:0x01:0x40
-# S:0x22:0x02:0x40
-# S:0x23:0x03:0x40
-# S:0x24:0x04:0x40
-# S:0x25:0x05:0x40
-# S:0x26:0x06:0x40
-# S:0x27:0x07:0x40
-# S:0x28:0x08:0x40
-# S:0x29:0x09:0x40
-# S:0x2A:0x0A:0x40
-# S:0x2B:0x0B:0x40
-# S:0x2C:0x0C:0x40
-# S:0x2D:0x0D:0x40
-# S:0x2E:0x0E:0x40
-# S:0x2F:0x0F:0x40
-
-# General Store
-B:0:0x81/0x91
-
-# Armoury
-B:1:0x81/0x92
-
-# Weapon Smiths
-B:2:0x81/0x93
-
-# Temple
-B:3:0x81/0x94
-
-# Alchemy Shop
-B:4:0x81/0x95
-
-# Magic Shop
-B:5:0x81/0x96
-
-# Black Market
-B:6:0x81/0x97
-
-# Home
-B:7:0x81/0x98
-
-# Bookstore
-B:8:0x82/0x93
-
-# Pet Shop
-B:9:0xCB/0x96
-
-# Mayor's Office
-B:10:0xCB/0x92
-
-# Inn
-B:11:0xCB/0x95
-
-# The Soothsayer
-B:12:0xD4/0x85
-
-# Library
-B:13:0xD4/0x89
-
-# Castle
-B:14:0xCB/0x92
-
-# Casino
-B:15:0xD5/0x81
-
-# Beastmaster Shanty
-B:16:0xD3/0x8B
-
-# Fighters Hall
-B:17:0xD3/0x8C
-
-# Tower of Magery
-B:18:0xD4/0x8B
-
-# Inner Temple
-B:19:0xD4/0x9D
-
-# Paladins Guild
-B:20:0xCB/0x8F
-
-# Rangers Guild
-B:21:0xD3/0x83
-
-# Weyr
-B:22:0xCB/0x93
-
-# The Mirror
-B:23:0xD4/0x89
-
-# Seat of Ruling
-B:24:0xCB/0x92
-
-# Wizards Spire
-B:25:0xD4/0x8A
-
-# Priests Circle
-B:26:0xD4/0x92
-
-# Tower of the King
-B:27:0xCB/0x92
-
-# Library
-B:28:0xD4/0x89
-
-# The White Tree
-B:29:0xCB/0x95
-
-# Craftsmaster
-B:30:0xCB/0x97
-
-# Earth-Dome (Nature)
-B:31:0xCB/0x9A
-
-# Minstrels Haven
-B:32:0xD3/0x9F
-
-# Star-Dome
-B:33:0xD4/0x8C
-
-# Valarin Temple
-B:34:0xD4/0x90
-
-# Sea-Dome
-B:35:0xD4/0x91
-
-# The Golden Flower
-B:36:0xD3/0x83
-
-# The Fountain
-B:37:0xD4/0x9D
-
-# Axe Smith
-B:38:0xCC/0x96
-
-# Hafted Smith
-B:39:0xCC/0x97
-
-# Polearm Smith
-B:40:0xCC/0x98
-
-# Sword Smith
-B:41:0xCC/0x80
-
-# Rare Jewelry Shop
-B:42:0xD3/0x96
-
-# Jewelry Shop
-B:43:0xD3/0x93
-
-# Footwear Shop
-B:44:0xD3/0x9D
-
-# Rare Footwear Shop
-B:45:0xD3/0x9E
-
-# Library
-B:46:0xD3/0x9C
-
-# Forbidden Library
-B:47:0xD4/0x8F
-
-# Expensive Black Market
-B:48:0xD4/0x95
-
-# Common Shop
-B:49:0xD4/0x93
-
-# Dragon Hunter
-B:50:0xCC/0x89
-
-# Speed Ring Market
-B:51:0xD3/0x97
-
-# Scribe
-B:52:0xD4/0x86
-
-# Potion Store
-B:53:0xD4/0x80
-
-# Recaller
-B:54:0xD4/0x88
-
-# Master Archer
-B:55:0xD3/0x85
-
-# Merchants Guild
-B:56:0xD4/0x9B
-
-# The Mathom-house
-B:57:0xCB/0x9B
-
-# The Prancing Pony
-B:58:0xCB/0x95
-
-# Mining Supply store
-B:59:0xCB/0x97
-
-# Library quest in Minas Anor
-B:60:0xD3/0x9C
-
-# Hunting Supply Store
-B:61:0xD3/0x85
-
-# Runic Magic Shop
-B:62:0x81/0x96
-
-# Construction Supply Store
-B:63:0xCB/0x97
-
-# Music Store
-B:64:0xD3/0x9F
-
-# Magic Rod Market
-B:65:0x81/0x96
-
-# Map store
-B:66:0xD3/0x9C
-
-# Farm
-B:67:0xD4/0x93
-
-#Pelargir inn - The Grey Swan
-B:68:0xCB/0x95
-
-#Caras Galadhon inn - The Garden
-B:69:0xCB/0x95
-
-#Khazad Dum inn - The Mithril Lode
-B:70:0xCB/0x95
-
-#Dale inn - The Builder Barracks
-B:71:0xCB/0x95
-
-#Edoras inn - The Horse and Ox
-B:72:0xCB/0x95
-
-#Esgaroth inn - The Dancing Dragon
-B:73:0xCB/0x95
-
-#Hobbiton inn - The Green Dragon
-B:74:0xCB/0x95
-
-#Osgiliath inn - The Twinkling Star
-B:75:0xCB/0x95
-
-#The House of Beorn
-B:76:0xCB/0x92
-
-#Bard's Hut
-B:77:0xCB/0x92
-
-#The Ranger Conclave
-B:78:0xCB/0x92
-
-#Imladris
-B:79:0xCB/0x92
-
-#The Hornburg
-B:80:0xCB/0x92
-
-#Thranduil's Hall
-B:81:0xCB/0x92
-
-#Meduseld
-B:82:0xCB/0x92
-
-#The Master's House
-B:83:0xCB/0x92
-
-#Bag End
-B:84:0xCB/0x92
-
-#The Castle of Stars
-B:85:0xCB/0x92
-
-#The Prince's Tower
-B:86:0xCB/0x92
-
-#The Seat of Durin
-B:87:0xCB/0x92
-
-### The forge in Imladris
-B:88:0xCB/0x97
-
-# nothing
-F:0:0x81/0x80
-
-# open floor
-F:1:0x80/0x80
-
-# fountain - wet
-F:2:0xD1/0x83
-
-# glyph of warding
-F:3:0xA2/0x88
-
-# open door
-F:4:0x81/0x87
-
-# broken door
-F:5:0x81/0x87
-
-# up staircase
-F:6:0x81/0x9C
-
-# down staircase
-F:7:0x81/0x9E
-
-# quest entrance
-F:8:0x82/0x8E
-
-# quest exit
-F:9:0x82/0x8B
-
-# quest down level
-F:10:0x82/0x8F
-
-# quest up level
-F:11:0x82/0x8C
-
-# town exit
-F:12:0x82/0x91
-
-# shaft down
-F:13:0x82/0x90
-
-# shaft up
-F:14:0x82/0x8D
-
-# fountain
-F:15:0xD1/0x82
-
-# web
-F:16:0x82/0x92
-
-# Open pit
-F:17:0xA2/0x96
-
-# Spiked Pit
-F:18:0xA2/0x96
-
-# Poison Pit
-F:19:0xA2/0x96
-
-# Summon Rune
-F:20:0x8A/0x9C
-
-# Teleport Rune
-F:21:0x8A/0x9C
-
-# Fire spot
-F:22:0x8A/0x9B
-
-# Acid spot
-F:23:0x8A/0x9B
-
-# Slow dart trap
-F:24:0x82/0x9E
-
-# Lose str dart
-F:25:0xA2/0x89
-
-# Lose dex dart
-F:26:0xA2/0x8D
-
-# Lose con dart
-F:27:0xA2/0x92
-
-# gas trap - blind
-F:28:0xA2/0x8E
-
-# gas trap - confuse
-F:29:0xA2/0x8F
-
-# gas trap - poison
-F:30:0xA2/0x90
-
-# gas trap - sleep
-F:31:0xA2/0x91
-
-# door
-F:32:0x81/0x8B
-
-# locked door
-F:33:0x81/0x8B
-F:34:0x81/0x8B
-F:35:0x81/0x8B
-F:36:0x81/0x8B
-F:37:0x81/0x8B
-F:38:0x81/0x8B
-F:39:0x81/0x8B
-
-# jammed door
-F:40:0x81/0x8B
-F:41:0x81/0x8B
-F:42:0x81/0x8B
-F:43:0x81/0x8B
-F:44:0x81/0x8B
-F:45:0x81/0x8B
-F:46:0x81/0x8B
-F:47:0x81/0x8B
-
-# secret door
-F:48:0x80/0x82
-
-# pile of rubble
-F:49:0x81/0x9A
-
-# magma vein
-F:50:0x81/0x83
-
-# quartz vein
-F:51:0x80/0x83
-
-# magma vein
-F:52:0x81/0x83
-
-# quartz vein
-F:53:0x80/0x83
-
-# magma vein with treasure
-F:54:0x80/0x84
-
-# quartz vein with treasure
-F:55:0x80/0x84
-
-# granite wall
-F:56:0x80/0x82
-F:57:0x80/0x82
-F:58:0x80/0x82
-F:59:0x80/0x82
-
-# permanent wall
-F:60:0x80/0x95
-F:61:0x80/0x95
-F:62:0x80/0x95
-F:63:0x80/0x95
-
-# explosive rune
-F:64:0xA2/0x87
-
-# Straight Road startpoint
-F:65:0xA3/0x9D
-
-# section of the Straight Road
-F:66:0xA3/0x97
-F:67:0xA3/0x9C
-F:68:0xA3/0x9B
-F:69:0xA3/0x9A
-F:70:0xA3/0x98
-
-# section of the Straight Road (discharged)
-F:71:0xA3/0x98
-
-# Straight Road exit
-F:72:0xA3/0x9D
-
-# corrupted section of the Straight Road
-F:73:0xA3/0x99
-
-# Building
-F:74:0x81/0x91
-
-# permanent wall
-F:75:0x80/0x95
-F:76:0x80/0x95
-F:77:0x80/0x95
-F:78:0x80/0x95
-
-# grass with Elanor flowers
-F:79:0x82:0x95
-
-# grass with Fumella flowers
-F:80:0x82:0x96
-
-# grass with anemones
-F:81:0x82:0x97
-
-# grass with Niphredil flowers
-F:82:0x82:0x98
-
-# grass with irises
-F:83:0x82:0x99
-
-# stream of shallow water
-F:84:0xD2/0x81
-
-# pool of deep lava
-F:85:0xCB/0x89
-
-# stream of shallow lava
-F:86:0xCB/0x88
-
-# dark pit
-F:87:0x81/0x80
-
-# dirt
-F:88:0xCB/0x84
-
-# patch of grass
-F:89:0xD0/0x8E
-
-# ice
-F:90:0xCF/0x81
-
-# sand
-F:91:0xCF/0x8E
-
-# dead tree
-F:92:0xCF/0x85
-
-# ash
-F:93:0xCF/0x95
-
-# mud
-F:94:0xCF/0x8D
-
-# ice wall
-F:95:0xD0/0x88
-
-# tree
-F:96:0xCB/0x86
-
-# mountain chain
-F:97:0xCB/0x87
-
-# sandwall
-F:98:0xD0/0x87
-F:99:0xD0/0x87
-
-# sandwall with treasure
-F:100:0xD0/0x8A
-
-# high mountain chain
-F:101:0xCB/0x87
-
-# nether mist
-F:102:0xC5/0x8C
-
-# molten glass wall
-F:103:0xD0/0x89
-
-# Between gate
-F:160:0x8A/0x9D
-
-# Altar of Forests
-F:161:0xD1/0x85
-
-# Altar of Water
-F:162:0xD1/0x86
-
-# Altar of Earth
-F:163:0xD1/0x8E
-
-# Altar of Darkness
-F:164:0xD1/0x88
-
-# Altar of Moon
-F:165:0xD1/0x89
-
-# Altar of Sun
-F:166:0xD1/0x8C
-
-# Altar of Rage
-F:167:0xD1/0x8A
-
-# Altar of Winds
-F:168:0xD1/0x8B
-
-# Altar of Stars
-F:169:0xD1/0x8D
-
-# Altar of Being
-F:170:0xD1/0x87
-
-# Altar of Randomness
-F:171:0xD1/0x8F
-
-# floor
-F:172:0x80/0x80
-
-# Underground Tunnel
-F:173:0xCF/0x97
-
-# stream of tainted water
-F:174:0xD2/0x82
-
-# monster trap
-F:175:0x82/0x94
-
-# Between gate
-F:176:0x8A/0x9D
-
-# lava wall
-F:177:0xD0/0x86
-
-# Great Fire
-F:178:0xD1/0x90
-
-# Path to next area
-F:179:0xCF/0x9C
-
-# Path to previous area
-F:180:0xCF/0x9B
-
-# field
-F:181:0xCF/0x8A
-
-# Ekkaia, the Encircling Sea
-F:182:0xD2/0x84
-
-# pool of deep water
-F:187:0xD2/0x80
-
-# glass wall
-F:188:0xD0/0x89
-
-# illusion wall
-F:189:0xD0/0x8C
-
-# Grass roof
-F:190:0xD0/0x8F
-
-# grass roof top
-F:191:0xD0/0x8F
-
-# grass roof chimney
-F:192:0xD0/0x8F
-
-# brick roof
-F:193:0xD0/0x90
-
-# brick roof top
-F:194:0xD0/0x90
-
-# brick roof chimney
-F:195:0xD0/0x90
-
-# window
-F:196:0xD0/0x91
-
-# small window
-F:197:0xD0/0x92
-
-# rain barrel
-F:198:0xD0/0x93
-
-# grass with flowers
-F:199:0xD0/0x8D
-
-# cobblestone road
-F:200:0x82/0x8A
-
-# cobblestone with outlet
-F:201:0x82/0x8A
-
-# small tree
-F:202:0xD0/0x8B
-
-# town
-F:203:0xD0/0x94
-
-# Underground Tunnel
-F:204:0xD0/0x95
-
-# a blazing fire
-F:205:0xD1/0x84
-
-# pile of rubble
-F:206:0x81/0x9A
-
-# rocky ground
-F:207:0x82:0x9A
-
-# cloud-like vapour
-F:208:0x82:0x9B
-
-# condensing water
-F:209:0x82:0x9C
-
-# dense mist
-F:210:0x82:0x9D
-
-# hail-stone wall
-F:211:0x83:0x80
-
-# dead small tree
-F:212:0x83:0x83
-
-# low hill
-F:213:0x83:0x84
-
-# dark mountain chain
-F:214:0x83:0x85
-
-# blue mountain chain
-F:215:0x83:0x86
-
-# grey mountain chain
-F:216:0x83:0x87
-
-# part of Mount Doom
-F:217:0x83:0x88
-
-# snow-capped peak
-F:218:0x83:0x89
-
-# fir tree
-F:219:0x83:0x8A
-
-# section of a flet
-F:220:0x83:0x8B
-
-# light post
-F:221:0x83:0x8C
-
-# water lily
-F:222:0x83:0x8D
-
-# part of the Dead Marshes
-F:223:0x83:0x8E
-
-# Black Gate
-F:224:0x83:0x8F
-
-# river
-F:225:0x83:0x90
-
-# swamp pool
-F:226:0x83:0x91
-
-# stream of the Anduin river
-F:227:0x83:0x92
-
-# road sign that says 'Hurry to Gondolin!'
-F:228:0x83:0x93
-
-# beehive
-F:229:0x83:0x94
-
-# dirt road
-F:230:0x83:0x95
-
-# wide gate
-F:231:0x83:0x96
-
-# open gate
-F:232:0x83:0x97
-
-# wooden board
-F:233:0x83:0x98
-
-# wooden board
-F:234:0x83:0x99
-
-# wooden board
-F:235:0x83:0x9A
-
-# wooden board
-F:236:0x83:0x9B
-
-# white tree
-F:237:0x83:0x9C
-
-# swift waterfall
-F:238:0x83:0x9D
-
-# slippery rock ledge
-F:239:0x82:0x9A
-
-# stable
-F:240:0x83:0x9E
-
-# wooden plank
-F:241:0x83:0x9F
-
-# fosse pit
-F:242:0x82:0x9F
-
-# Mallorn
-F:243:0x81:0x9F
-
-# copper pillar
-F:244:0x86:0x93
-
-# ethereal wall
-F:245:0x80:0x80
-
-# glacial wall
-F:246:0xD0:0x88
-
-# battlement
-F:247:0x86:0x98
-
-# door of Orthanc
-F:248:0x04:0x27
-
-# something
-K:0:0x80:0x80
-
-# Blindness
-K:1:0xBA:0x81
-
-# Fear
-K:2:0xBA:0x81
-
-# Confusion
-K:3:0xBA:0x81
-
-# Hallucination
-K:4:0xBA:0x81
-
-# Cure Poison
-K:5:0xBA:0x81
-
-# Cure Blindness
-K:6:0xBA:0x81
-
-# Cure Fear
-K:7:0xBA:0x81
-
-# Cure Confusion
-K:8:0xBA:0x81
-
-# Weakness
-K:9:0xBA:0x81
-
-# Unhealth
-K:10:0xBA:0x81
-
-# Restore Constitution
-K:11:0xBA:0x81
-
-# Restoring
-K:12:0xBA:0x81
-
-# Stupidity
-K:13:0xBA:0x81
-
-# Naivety
-K:14:0xBA:0x81
-
-# Poison
-K:15:0xBA:0x81
-
-# Sickness
-K:16:0xBA:0x81
-
-# Paralysis
-K:17:0xBA:0x81
-
-# Restore Strength
-K:18:0xBA:0x81
-
-# Disease
-K:19:0xBA:0x81
-
-# Cure Serious Wounds
-K:20:0xBA:0x81
-
-# & Ration~ of Cram
-K:21:0x8B:0x82
-
-# & Round Seed-Cake~
-K:22:0x8B:0x82
-
-# & Strip~ of Venison
-K:23:0x8B:0x82
-
-# & Slime Mold~
-K:24:0x8A:0x9F
-
-# & Lembas~
-K:25:0x8B:0x80
-
-# & Pint~ of Fine Ale
-K:26:0x8A:0x95
-
-# & Pint~ of Old Winyards
-K:27:0x8A:0x96
-
-# & Mattock~
-K:28:0xCD:0x80
-
-# & Blue Stone~
-K:29:0xB6:0x89
-
-# & Broken Dagger~
-K:30:0x89:0x83
-
-# & Bastard Sword~
-K:31:0x89:0x85
-
-# & Scimitar~
-K:32:0x89:0x85
-
-# & Tulwar~
-K:33:0x89:0x84
-
-# & Broad Sword~
-K:34:0x89:0x85
-
-# & Short Sword~
-K:35:0x89:0x84
-
-# & Blade~ of Chaos
-K:36:0x89:0x87
-
-# & Two-Handed Sword~
-K:37:0x89:0x85
-
-# & Main Gauche~
-K:38:0x89:0x83
-
-# & Cutlass~
-K:39:0x89:0x84
-
-# & Executioner's Sword~
-K:40:0x89:0x86
-
-# & Katana~
-K:41:0x89:0x85
-
-# & Long Sword~
-K:42:0x89:0x85
-
-# & Dagger~
-K:43:0x89:0x83
-
-# & Rapier~
-K:44:0x89:0x84
-
-# & Sabre~
-K:45:0x89:0x84
-
-# & Small Sword~
-K:46:0x89:0x84
-
-# & Broken Sword~
-K:47:0x89:0x83
-
-# & Ball-and-Chain~
-K:48:0x89:0x88
-
-# & Whip~
-K:49:0x89:0x89
-
-# & Flail~
-K:50:0x89:0x8B
-
-# & Two-Handed Flail~
-K:51:0x89:0x8B
-
-# & Morning Star~
-K:52:0x89:0x8B
-
-# & Mace~
-K:53:0x89:0x8C
-
-# & Quarterstaff~
-K:54:0x89:0x8E
-
-# & War Hammer~
-K:55:0x89:0x8F
-
-# & Lead-Filled Mace~
-K:56:0x89:0x8C
-
-# & Mace~ of Disruption
-K:57:0x89:0x8D
-
-# & Lucerne Hammer~
-K:58:0x89:0x90
-
-# & Beaked Axe~
-K:59:0x89:0x90
-
-# & Glaive~
-K:60:0x89:0x90
-
-# & Halberd~
-K:61:0x89:0x90
-
-# & Awl-Pike~
-K:62:0x89:0x91
-
-# & Pike~
-K:63:0x89:0x91
-
-# & Spear~
-K:64:0x89:0x91
-
-# & Trident~
-K:65:0x89:0x92
-
-# & Lance~
-K:66:0x89:0x93
-
-# & Great Axe~
-K:67:0x89:0x90
-
-# & Battle Axe~
-K:68:0x89:0x90
-
-# & Lochaber Axe~
-K:69:0x89:0x90
-
-# & Broad Axe~
-K:70:0x89:0x90
-
-# & Scythe~
-K:71:0x89:0x94
-
-# & Scythe~ of Slicing
-K:72:0x89:0x94
-
-# & Short Bow~
-K:73:0x89:0x95
-
-# & Long Bow~
-K:74:0x89:0x96
-
-# & Light Crossbow~
-K:75:0x89:0x97
-
-# & Heavy Crossbow~
-K:76:0x89:0x98
-
-# & Sling~
-K:77:0x89:0x99
-
-# & Arrow~
-K:78:0x89:0x9A
-
-# & Seeker Arrow~
-K:79:0x89:0x9B
-
-# & Bolt~
-K:80:0x89:0x9C
-
-# & Seeker Bolt~
-K:81:0x89:0x9D
-
-# & Rounded Pebble~
-K:82:0x89:0x9E
-
-# & Iron Shot~
-K:83:0x89:0x9F
-
-# & Shovel~
-K:84:0x8A:0x98
-
-# & Gnomish Shovel~
-K:85:0x8B:0x8F
-
-# & Dwarven Shovel~
-K:86:0x8B:0x90
-
-# & Pick~
-K:87:0x8A:0x97
-
-# & Orcish Pick~
-K:88:0x8B:0x8D
-
-# & Dwarven Pick~
-K:89:0x8B:0x8E
-
-# & Elven Cloak~
-K:90:0x88:0x81
-
-# & Pair~ of Soft Leather Boots
-K:91:0x88:0x89
-
-# & Pair~ of Hard Leather Boots
-K:92:0x88:0x8A
-
-# & Pair~ of Metal Shod Boots
-K:93:0x88:0x8B
-
-# & Hard Leather Cap~
-K:94:0x88:0x82
-
-# & Metal Cap~
-K:95:0x88:0x83
-
-# & Iron Helm~
-K:96:0x88:0x84
-
-# & Steel Helm~
-K:97:0x88:0x85
-
-# & Iron Crown~
-K:98:0x88:0x86
-
-# & Golden Crown~
-K:99:0x88:0x87
-
-# & Jewel-Encrusted Crown~
-K:100:0x88:0x88
-
-# & Robe~
-K:101:0x88:0x95
-
-# & Filthy Rag~
-K:102:0x88:0x94
-
-# Soft Leather Armour~
-K:103:0x88:0x96
-
-# Soft Studded Leather~
-K:104:0x88:0x96
-
-# Hard Leather Armour~
-K:105:0x88:0x97
-
-# Hard Studded Leather~
-K:106:0x88:0x97
-
-# Leather Scale Mail~
-K:107:0x88:0x98
-
-# Metal Scale Mail~
-K:108:0x88:0x98
-
-# Chain Mail~
-K:109:0x88:0x99
-
-# Rusty Chain Mail~
-K:110:0x88:0x9A
-
-# Augmented Chain Mail~
-K:111:0x88:0x99
-
-# Bar Chain Mail~
-K:112:0x88:0x99
-
-# Metal Brigandine Armour~
-K:113:0x88:0x99
-
-# Partial Plate Armour~
-K:114:0x88:0x9B
-
-# Metal Lamellar Armour~
-K:115:0x88:0x9B
-
-# Full Plate Armour~
-K:116:0xCD:0x82
-
-# Ribbed Plate Armour~
-K:117:0x88:0x9B
-
-# Galvorn Plate Mail~
-K:118:0xA3:0x96
-
-# Mithril Plate Mail~
-K:119:0x85:0x96
-
-# Mithril Chain Mail~
-K:120:0x85:0x96
-
-# Double Chain Mail~
-K:121:0x88:0x99
-
-# & Shield~ of Deflection
-K:122:0x88:0x93
-
-# & Cloak~
-K:123:0x88:0x80
-
-# & Shadow Cloak~
-K:124:0x88:0x81
-
-# & Set~ of Leather Gloves
-K:125:0x88:0x8C
-
-# & Set~ of Gauntlets
-K:126:0x88:0x8D
-
-# & Set~ of Cesti
-K:127:0x88:0x8E
-
-# & Small Leather Shield~
-K:128:0x88:0x8F
-
-# & Large Leather Shield~
-K:129:0x88:0x90
-
-# & Small Metal Shield~
-K:130:0x88:0x91
-
-# & Large Metal Shield~
-K:131:0x88:0x92
-
-# Strength
-K:132:0xB5:0x81
-
-# Dexterity
-K:133:0xB5:0x81
-
-# Constitution
-K:134:0xB5:0x81
-
-# Intelligence
-K:135:0xB5:0x81
-
-# Speed
-K:136:0xB5:0x83
-
-# Searching
-K:137:0xB5:0x80
-
-# Teleportation
-K:138:0xB5:0x80
-
-# Slow Digestion
-K:139:0xB5:0x80
-
-# Fire Resistance
-K:140:0xB5:0x80
-
-# Cold Resistance
-K:141:0xB5:0x80
-
-# Levitation
-K:142:0xB5:0x80
-
-# Poison Resistance
-K:143:0xB5:0x82
-
-# Free Action
-K:144:0xB5:0x80
-
-# Weakness
-K:145:0xB5:0x80
-
-# Flames
-K:146:0xB5:0x82
-
-# Acid
-K:147:0xB5:0x82
-
-# Ice
-K:148:0xB5:0x82
-
-# Woe
-K:149:0xB5:0x82
-
-# Stupidity
-K:150:0xB5:0x80
-
-# Damage
-K:151:0xB5:0x81
-
-# Accuracy
-K:152:0xB5:0x81
-
-# Protection
-K:153:0xB5:0x80
-
-# Aggravate Monster
-K:154:0xB5:0x80
-
-# See Invisible
-K:155:0xB5:0x81
-
-# Sustain Strength
-K:156:0xB5:0x81
-
-# Sustain Intelligence
-K:157:0xB5:0x81
-
-# Sustain Wisdom
-K:158:0xB5:0x81
-
-# Sustain Constitution
-K:159:0xB5:0x81
-
-# Sustain Dexterity
-K:160:0xB5:0x81
-
-# Sustain Charisma
-K:161:0xB5:0x81
-
-# Slaying
-K:162:0xB5:0x81
-
-# Brilliance
-K:163:0xB6:0x9F
-
-# Charisma
-K:164:0xB6:0x9F
-
-# Searching
-K:165:0xB6:0x9E
-
-# Teleportation
-K:166:0xB6:0x9E
-
-# Slow Digestion
-K:167:0xB6:0x9E
-
-# Acid Resistance
-K:168:0xB6:0x9E
-
-# Protection from Evil
-K:169:0xB6:0x9E
-
-# Double Ring Mail~
-K:170:0xCD:0x83
-
-# the Magi
-K:171:0xB6:0x80
-
-# Doom
-K:172:0xB6:0x80
-
-# Enchant Weapon To-Hit
-K:173:0x86:0x80
-
-# Enchant Weapon To-Dam
-K:174:0x86:0x80
-
-# Enchant Armor
-K:175:0x86:0x80
-
-# Identify
-K:176:0x86:0x80
-
-# *Identify*
-K:177:0x86:0x82
-
-# Rumour
-K:178:0x86:0x80
-
-# Chaos
-K:179:0x86:0x80
-
-# Remove Curse
-K:180:0x86:0x80
-
-# Light
-K:181:0x86:0x80
-
-# Fire
-K:182:0x86:0x80
-
-# Ice
-K:183:0x86:0x80
-
-# Summon Monsters
-K:184:0x86:0x80
-
-# Phase Door
-K:185:0x86:0x80
-
-# Teleportation
-K:186:0x86:0x80
-
-# Teleport Level
-K:187:0x86:0x80
-
-# Monster Confusion
-K:188:0x86:0x80
-
-# Magic Mapping
-K:189:0x86:0x80
-
-# Rune of Protection
-K:190:0x86:0x82
-
-# *Remove Curse*
-K:191:0x86:0x82
-
-# Treasure Detection
-K:192:0x86:0x80
-
-# Object Detection
-K:193:0x86:0x80
-
-# Trap Detection
-K:194:0x86:0x80
-
-# & Sheaf Arrow~
-K:195:0xCD:0x84
-
-# & Mithril Shot~
-K:196:0xCD:0x85
-
-# Door/Stair Location
-K:197:0x86:0x80
-
-# Acquirement
-K:198:0x86:0x80
-
-# *Acquirement*
-K:199:0x86:0x82
-
-# Mass Genocide
-K:200:0x86:0x82
-
-# Detect Invisible
-K:201:0x86:0x80
-
-# Aggravation
-K:202:0x86:0x80
-
-# Trap Creation
-K:203:0x86:0x80
-
-# Trap/Door Destruction
-K:204:0x86:0x80
-
-# Artifact Creation
-K:205:0x86:0x82
-
-# Recharging
-K:206:0x86:0x81
-
-# Genocide
-K:207:0x86:0x81
-
-# Darkness
-K:208:0x86:0x80
-
-# Protection from Evil
-K:209:0x86:0x81
-
-# Satisfy Hunger
-K:210:0x86:0x80
-
-# Dispel Undead
-K:211:0x86:0x81
-
-# *Enchant Weapon*
-K:212:0x86:0x82
-
-# Curse Weapon
-K:213:0x86:0x82
-
-# *Enchant Armour*
-K:214:0x86:0x82
-
-# Curse Armour
-K:215:0x86:0x82
-
-# Summon Undead
-K:216:0x86:0x80
-
-# Blessing
-K:217:0x86:0x80
-
-# Holy Chant
-K:218:0x86:0x80
-
-# Holy Prayer
-K:219:0x86:0x81
-
-# Word of Recall
-K:220:0x86:0x80
-
-# *Destruction*
-K:221:0x86:0x82
-
-# Slime Mold Juice
-K:222:0xBC:0x85
-
-# Apple Juice
-K:223:0xBC:0x85
-
-# Water
-K:224:0xBC:0x85
-
-# Strength
-K:225:0xBC:0x86
-
-# Weakness
-K:226:0xBC:0x85
-
-# Restore Strength
-K:227:0xBC:0x86
-
-# Intelligence
-K:228:0xBC:0x86
-
-# Stupidity
-K:229:0xBC:0x85
-
-# Restore Intelligence
-K:230:0xBC:0x86
-
-# Wisdom
-K:231:0xBC:0x86
-
-# Naivety
-K:232:0xBC:0x85
-
-# Restore Wisdom
-K:233:0xBC:0x86
-
-# Charisma
-K:234:0xBC:0x86
-
-# Ugliness
-K:235:0xBC:0x86
-
-# Restore Charisma
-K:236:0xBC:0x86
-
-# Curing
-K:237:0xBC:0x86
-
-# Invulnerability
-K:238:0xBC:0x86
-
-# New Life
-K:239:0xBC:0x86
-
-# Cure Serious Wounds
-K:240:0xBC:0x85
-
-# Cure Critical Wounds
-K:241:0xBC:0x85
-
-# Healing
-K:242:0xBC:0x85
-
-# Constitution
-K:243:0xBC:0x86
-
-# Experience
-K:244:0xBC:0x87
-
-# Sleep
-K:245:0xBC:0x85
-
-# Blindness
-K:246:0xBC:0x85
-
-# Booze
-K:247:0xBC:0x85
-
-# Poison
-K:248:0xBC:0x85
-
-# Speed
-K:249:0xBC:0x85
-
-# Slowness
-K:250:0xBC:0x85
-
-# Dexterity
-K:251:0xBC:0x86
-
-# Restore Dexterity
-K:252:0xBC:0x86
-
-# Restore Constitution
-K:253:0xBC:0x86
-
-# Lose Memories
-K:254:0xBC:0x85
-
-# Salt Water
-K:255:0xBC:0x85
-
-# Enlightenment
-K:256:0xBC:0x85
-
-# Heroism
-K:257:0xBC:0x85
-
-# Berserk Strength
-K:258:0xBC:0x85
-
-# Boldness
-K:259:0xBC:0x85
-
-# Restore Life Levels
-K:260:0xBC:0x87
-
-# Resist Heat
-K:261:0xBC:0x85
-
-# Resist Cold
-K:262:0xBC:0x85
-
-# Detect Invisible
-K:263:0xBC:0x85
-
-# Slow Poison
-K:264:0xBC:0x85
-
-# Neutralise Poison
-K:265:0xBC:0x85
-
-# Restore Mana
-K:266:0xBC:0x86
-
-# Infra-vision
-K:267:0xBC:0x85
-
-# Resistance
-K:268:0xBC:0x85
-
-# Spell
-K:269:0xB7:0x8F
-
-# Manathrust
-K:270:0xB7:0x8F
-
-# Fireflash
-K:271:0xB7:0x8F
-
-# Firewall
-K:272:0xB7:0x90
-
-# Tidal Wave
-K:273:0xB7:0x8F
-
-# Ice Storm
-K:274:0xB7:0x8F
-
-# Noxious Cloud
-K:275:0xB7:0x8F
-
-# Poison Blood
-K:276:0xB7:0x8F
-
-# Thunderstorm
-K:277:0xB7:0x8F
-
-# Dig
-K:278:0xB7:0x8F
-
-# Stone Prison
-K:279:0xB7:0x8F
-
-# Strike
-K:280:0xB7:0x91
-
-# Teleport Away
-K:281:0xB7:0x8F
-
-# Summon Animal
-K:282:0xB7:0x8F
-
-# Magelock
-K:283:0xB7:0x90
-
-# Slow Monster
-K:284:0xB7:0x90
-
-# Essence of Speed
-K:285:0xB7:0x8F
-
-# Banishment
-K:286:0xB7:0x8F
-
-# Disperse Magic
-K:287:0xB7:0x90
-
-# Charm
-K:288:0xB7:0x90
-
-# Confuse
-K:289:0xB7:0x91
-
-# Demon Blade
-K:290:0xB7:0x8F
-
-# Heal Monster
-K:291:0xB7:0x91
-
-# Haste Monster
-K:292:0xB7:0x8F
-
-# & Flight Arrow~
-K:293:0xCD:0x86
-
-# & Boulder~
-K:295:0x85:0x97
-
-# & Flame~ Imperishable
-K:296:0x85:0x98
-
-# & Necromantic Teeth~
-K:297:0x85:0x99
-
-# & Golden Horn~ of the Eagles
-K:298:0xB7:0x91
-
-# Spell
-K:300:0xB9:0x99
-
-# Nothing
-K:301:0xB9:0x99
-
-# Globe of Light
-K:302:0xB9:0x99
-
-# Fiery Shield
-K:303:0xB9:0x99
-
-# Remove Curses
-K:304:0xB9:0x9A
-
-# Wings of Winds
-K:305:0xB9:0x99
-
-# Shake
-K:306:0xB9:0x99
-
-# Disarm
-K:307:0xB9:0x9B
-
-# Teleportation
-K:308:0xB9:0x99
-
-# Probability Travel
-K:309:0xB9:0x99
-
-# Recovery
-K:310:0xB9:0x99
-
-# Healing
-K:311:0xB9:0x99
-
-# Vision
-K:312:0xB9:0x99
-
-# Identify
-K:313:0xB9:0x99
-
-# Sense Hidden
-K:314:0xB9:0x9A
-
-# Reveal Ways
-K:315:0xB9:0x99
-
-# Sense Monsters
-K:316:0xB9:0x99
-
-# Genocide
-K:317:0xB9:0x9A
-
-# Summon
-K:318:0xB9:0x99
-
-# Sterilization
-K:319:0xB9:0x9A
-
-# Wish
-K:320:0xB9:0x9B
-
-# Mana
-K:321:0xB9:0x9A
-
-# & Tome~ of Magical Energy
-K:330:0xA3:0x8A
-
-# & Tome~ of the Eternal Flame
-K:331:0xA3:0x8A
-
-# & Tome~ of the Blowing Wind
-K:332:0xA3:0x8A
-
-# & Tome~ of the Impenetrable Earth
-K:333:0xA3:0x8A
-
-# & Tome~ of the Everrunning Wave
-K:334:0xA3:0x8C
-
-# & Tome~ of Translocation
-K:335:0xA3:0x8C
-
-# & Tome~ of the Tree
-K:336:0xA3:0x8C
-
-# & Tome~ of Knowledge
-K:337:0xA3:0x8C
-
-# & Small wooden chest~
-K:338:0x80:0x96
-
-# & Large wooden chest~
-K:339:0x80:0x97
-
-# & Small iron chest~
-K:340:0x80:0x98
-
-# & Large iron chest~
-K:341:0x80:0x99
-
-# & Small steel chest~
-K:342:0x80:0x9A
-
-# & Large steel chest~
-K:343:0x80:0x9B
-
-# & Ruined chest~
-K:344:0x80:0x9C
-
-# & Iron Spike~
-K:345:0x8B:0x84
-
-# & Wooden Torch~
-K:346:0x8B:0x86
-
-# & Brass Lantern~
-K:347:0x8B:0x85
-
-# & Flask~ of oil
-K:348:0xBC:0x90
-
-# & Empty Bottle~
-K:349:0x8A:0x99
-
-# Havoc
-K:350:0xB8:0x94
-
-# Door/Stair Location
-K:351:0xB8:0x94
-
-# Trap Location
-K:352:0xB8:0x94
-
-# Probing
-K:353:0xB8:0x97
-
-# Recall
-K:354:0xB8:0x96
-
-# Illumination
-K:355:0xB8:0x95
-
-# Light
-K:356:0xB8:0x94
-
-# Lightning Bolts
-K:357:0xB8:0x94
-
-# Frost Bolts
-K:358:0xB8:0x95
-
-# Fire Bolts
-K:359:0xB8:0x95
-
-# Polymorph
-K:360:0xB8:0x95
-
-# Slow Monster
-K:361:0xB8:0x95
-
-# Sleep Monster
-K:362:0xB8:0x95
-
-# Drain Life
-K:363:0xB8:0x97
-
-# Teleport Other
-K:364:0xB8:0x96
-
-# Disarming
-K:365:0xB8:0x95
-
-# Lightning Balls
-K:366:0xB8:0x96
-
-# Cold Balls
-K:367:0xB8:0x96
-
-# Fire Balls
-K:368:0xB8:0x97
-
-# Acid Balls
-K:369:0xB8:0x97
-
-# Acid Bolts
-K:370:0xB8:0x95
-
-# Enlightenment
-K:371:0xB8:0x97
-
-# Perception
-K:372:0xB8:0x96
-
-# Curing
-K:373:0xB8:0x97
-
-# Healing
-K:374:0xB8:0x97
-
-# Detection
-K:375:0xB8:0x95
-
-# Restoration
-K:376:0xB8:0x97
-
-# Speed
-K:377:0xB8:0x97
-
-# Spell
-K:378:0xA3:0x8E
-
-# Spell
-K:379:0x86:0x9E
-
-# & Broken Skull~
-K:391:0x8B:0x8A
-
-# & Broken Bone~
-K:392:0x8B:0x8B
-
-# & Canine Skeleton~
-K:393:0x8B:0x87
-
-# & Rodent Skeleton~
-K:394:0x8B:0x87
-
-# & Human Skeleton~
-K:395:0x8B:0x87
-
-# & Dwarf Skeleton~
-K:396:0x8B:0x87
-
-# & Elf Skeleton~
-K:397:0x8B:0x87
-
-# & Gnome Skeleton~
-K:398:0x8B:0x87
-
-# & Great Hammer~
-K:399:0xCD:0x87
-
-# Black Dragon Scale Mail~
-K:400:0x88:0x9F
-
-# Blue Dragon Scale Mail~
-K:401:0x88:0x9D
-
-# White Dragon Scale Mail~
-K:402:0x88:0x9E
-
-# Red Dragon Scale Mail~
-K:403:0x89:0x81
-
-# Green Dragon Scale Mail~
-K:404:0x89:0x80
-
-# Multi-Hued Dragon Scale Mail~
-K:405:0x89:0x82
-
-# Pseudo Dragon Scale Mail~
-K:406:0xBB:0x9C
-
-# Law Dragon Scale Mail~
-K:407:0x88:0x9F
-
-# Bronze Dragon Scale Mail~
-K:408:0x88:0x96
-
-# Gold Dragon Scale Mail~
-K:409:0x88:0x9C
-
-# Chaos Dragon Scale Mail~
-K:410:0x89:0x80
-
-# Balance Dragon Scale Mail~
-K:411:0x88:0x99
-
-# Power Dragon Scale Mail~
-K:412:0xA2:0x9E
-
-# & Dragon Helm~
-K:413:0xA2:0x9D
-
-# & Dragon Shield~
-K:414:0xA2:0x9C
-
-# Death
-K:415:0xBC:0x88
-
-# Ruination
-K:416:0xBC:0x87
-
-# Detonations
-K:417:0xBC:0x87
-
-# Augmentation
-K:418:0xBC:0x87
-
-# *Healing*
-K:419:0xBC:0x87
-
-# Life
-K:420:0xBC:0x88
-
-# Self Knowledge
-K:421:0xBC:0x87
-
-# *Enlightenment*
-K:422:0xBC:0x88
-
-# Fear Resistance
-K:425:0xB5:0x81
-
-# Light and Darkness Resistance
-K:426:0xB5:0x81
-
-# Nether Resistance
-K:427:0xB5:0x81
-
-# Nexus Resistance
-K:428:0xB5:0x81
-
-# Sound Resistance
-K:429:0xB5:0x81
-
-# Confusion Resistance
-K:430:0xB5:0x81
-
-# Shard Resistance
-K:431:0xB5:0x81
-
-# Disenchantment Resistance
-K:432:0xB5:0x81
-
-# Chaos Resistance
-K:433:0xB5:0x81
-
-# Blindness Resistance
-K:434:0xB5:0x81
-
-# Lordly Protection
-K:435:0xB5:0x81
-
-# Extra Attacks
-K:436:0xB5:0x81
-
-# Cure Light Wounds
-K:437:0xBC:0x85
-
-# Clumsiness
-K:438:0xBC:0x85
-
-# Sickliness
-K:439:0xBC:0x85
-
-# Map of Bree
-K:440:0xD8:0x81
-
-# Map of Gondolin
-K:441:0xD8:0x81
-
-# Map of Lothlorien
-K:442:0xD8:0x81
-
-# Map of Minas Anor
-K:443:0xD8:0x81
-
-# & Silver Arrow~
-K:465:0xCE:0x91
-
-# & Silver Bolt~
-K:466:0xCE:0x92
-
-# Lightning Resistance
-K:467:0x87:0x80
-
-# Wisdom
-K:468:0x87:0x80
-
-# Regeneration
-K:469:0x87:0x80
-
-# Infravision
-K:470:0x87:0x80
-
-# Devotion
-K:471:0x87:0x80
-
-# Weaponmastery
-K:472:0x87:0x80
-
-# Trickery
-K:473:0x87:0x80
-
-# Telepathy
-K:474:0x87:0x80
-
-# Sustenance
-K:475:0x87:0x80
-
-# & Palantir~
-K:476:0xD8:0x8F
-
-# & Elfstone~
-K:477:0xB6:0x8F
-
-# & Jewel~
-K:478:0xB6:0x90
-
-# & Ring~
-K:479:0xB5:0x8E
-
-# copper
-K:480:0x80:0x8B
-
-# copper
-K:481:0x80:0x8B
-
-# copper
-K:482:0x80:0x8B
-
-# silver
-K:483:0x80:0x8C
-
-# silver
-K:484:0x80:0x8C
-
-# silver
-K:485:0x80:0x8C
-
-# garnets
-K:486:0x80:0x8F
-
-# garnets
-K:487:0x80:0x8F
-
-# gold
-K:488:0x80:0x8D
-
-# gold
-K:489:0x80:0x8D
-
-# gold
-K:490:0x80:0x8D
-
-# opals
-K:491:0x80:0x90
-
-# sapphires
-K:492:0x80:0x91
-
-# rubies
-K:493:0x80:0x92
-
-# diamonds
-K:494:0x80:0x93
-
-# emeralds
-K:495:0x80:0x94
-
-# mithril
-K:496:0x80:0x8E
-
-# adamantite
-K:497:0xA3:0x95
-
-# & Mighty Hammer~
-K:498:0x87:0x9A
-
-# & Massive Iron Crown~
-K:499:0x87:0x9B
-
-# & Phial~
-K:500:0x87:0x9D
-
-# & Star~
-K:501:0x87:0x9E
-
-# & Arkenstone~
-K:502:0x87:0x9F
-
-# & Amulet~
-K:503:0xB6:0x82
-
-# & Amulet~
-K:504:0xB6:0x83
-
-# & Necklace~
-K:505:0xB6:0x84
-
-# & Ring~
-K:506:0xB5:0x83
-
-# & Ring~
-K:507:0xB5:0x83
-
-# & Ring~
-K:508:0xB5:0x84
-
-# & Ring~
-K:509:0xB5:0x85
-
-# & Ring~
-K:510:0xB5:0x86
-
-# & Ring~
-K:511:0xB5:0x87
-
-# Reflection
-K:520:0xB6:0x80
-
-# Anti-Magic
-K:521:0xB6:0x80
-
-# Anti-Teleportation
-K:522:0xB6:0x80
-
-# Resistance
-K:523:0xB6:0x80
-
-# & Zweihander~
-K:524:0xCD:0x88
-
-# & Dwarven Lantern~
-K:525:0xD8:0x86
-
-# Splint Mail~
-K:526:0xCD:0x8A
-
-# & Everburning Torch~
-K:527:0xD8:0x87
-
-# & Trifurcate Spear~
-K:528:0xCD:0x96
-
-# & Three-Piece Rod~
-K:529:0xCD:0x8C
-
-# & Feanorian Lamp~
-K:530:0xD8:0x85
-
-# & Fur Cloak~
-K:531:0xCD:0x8E
-
-# Water Curing
-K:532:0xBC:0x84
-
-# & Hatchet~
-K:533:0xCD:0x90
-
-# Mumak Hide Armour~
-K:535:0xCD:0x91
-
-# & Leather Jerkin~
-K:536:0xCD:0x92
-
-# & Sickle~
-K:537:0xCD:0x93
-
-# & Club~
-K:542:0xCD:0x99
-
-# & Broad Spear~
-K:543:0xCD:0x9A
-
-# & Khopesh~
-K:544:0xCD:0x9B
-
-# & Flamberge~
-K:545:0xCD:0x9C
-
-# & Claymore~
-K:546:0xCD:0x9D
-
-# & Espadon~
-K:547:0xCD:0x9E
-
-# & Great Scimitar~
-K:548:0xCD:0x9F
-
-# Arrow
-K:549:0xD7:0x84
-
-# Bolt
-K:550:0xD7:0x83
-
-# & Fauchard~
-K:551:0xCE:0x82
-
-# & Guisarme~
-K:552:0xCE:0x83
-
-# & Heavy Lance~
-K:553:0xCE:0x84
-
-# & Bardiche~
-K:554:0xCE:0x85
-
-# Catapult
-K:555:0xD7:0x82
-
-# Ring Mail~
-K:556:0xCE:0x87
-
-# Cord Armour~
-K:557:0xCE:0x88
-
-# Paper Armour~
-K:558:0xCE:0x89
-
-# Padded Armour~
-K:559:0xCE:0x8A
-
-# Fumes
-K:560:0xD7:0x80
-
-# Golden Ring Mail~
-K:561:0x87:0x98
-
-# Magic
-K:562:0xD7:0x81
-
-# Device
-K:563:0xD7:0x85
-
-# Nothing
-K:569:0xB8:0x95
-
-# & Blood~ of Life
-K:573:0x87:0x88
-
-# & Mage Staff~
-K:577:0xCE:0x97
-
-# Lightning
-K:578:0xB5:0x81
-
-# & Ring~
-K:582:0xB5:0x8F
-
-# Invisibility
-K:583:0xB8:0x85
-
-# Corruption
-K:585:0xB8:0x85
-
-# Invisibility
-K:586:0xB5:0x81
-
-# Deep Thoughts
-K:588:0xD8:0x80
-
-# More Deep Thoughts
-K:589:0xD8:0x80
-
-# Compendium of Deep Thoughts
-K:590:0xD8:0x80
-
-# Artifact Lore Vol. I
-K:591:0xD8:0x80
-
-# Artifact Lore Vol. II
-K:592:0xD8:0x80
-
-# Artifact Lore Vol. III
-K:593:0xD8:0x80
-
-# Monstrous Compendium 1
-K:594:0xD8:0x80
-
-# Monstrous Compendium 2
-K:595:0xD8:0x80
-
-# Monstrous Compendium 3
-K:596:0xD8:0x80
-
-# Monstrous Compendium 4
-K:597:0xD8:0x80
-
-# Monstrous Compendium 5
-K:598:0xD8:0x80
-
-# Monstrous Compendium 6
-K:599:0xD8:0x80
-
-# Monstrous Compendium 7
-K:600:0xD8:0x80
-
-# Monstrous Compendium 8
-K:601:0xD8:0x80
-
-# Monstrous Compendium 9
-K:602:0xD8:0x80
-
-# Monstrous Compendium 10
-K:603:0xD8:0x80
-
-# Monstrous Compendium 11
-K:604:0xD8:0x80
-
-# & Morphic Oil~ of #
-K:605:0xBC:0x85
-
-# Artifact Lore Vol. IV
-K:607:0xD8:0x80
-
-# Artifact Lore Vol. V
-K:608:0xD8:0x80
-
-# Artifact Lore Vol. VI
-K:609:0xD8:0x80
-
-# Artifact Lore Vol. VII
-K:610:0xD8:0x80
-
-# Artifact Lore Vol. VIII
-K:611:0xD8:0x80
-
-# Artifact Lore Vol. IX
-K:612:0xD8:0x80
-
-# Artifact Lore Vol. X
-K:613:0xD8:0x80
-
-# Artifact Lore Vol. XI
-K:614:0xD8:0x80
-
-# Artifact Lore Vol. IX
-K:615:0xD8:0x80
-
-# Artifact Lore Vol. X
-K:616:0xD8:0x80
-
-# Artifact Lore Vol. XI
-K:617:0xD8:0x80
-
-# & #~
-K:618:0xCE:0x93
-
-# corpse
-K:641:0xB4:0x90
-
-# skeleton
-K:642:0xB4:0x8B
-
-# head
-K:643:0xB4:0x8E
-
-# skull
-K:644:0xB4:0x8F
-
-# raw meat
-K:645:0xB4:0x8C
-
-# & Great Eagle Down Coat~
-K:646:0xCE:0x98
-
-# & Key~
-K:647:0xD8:0x90
-
-# & Small Wooden Boomerang~
-K:648:0xCE:0x99
-
-# & Wooden Boomerang~
-K:649:0xCE:0x9A
-
-# & Small Metal Boomerang~
-K:650:0xCE:0x9B
-
-# & Metal Boomerang~
-K:651:0xCE:0x9C
-
-# & Anchor~
-K:652:0xD8:0x91
-
-# & ~
-K:653:0x87:0x99
-
-# Summon Never-Moving Pet
-K:654:0x86:0x80
-
-# Cure Light Insanity
-K:657:0xBC:0x85
-
-# Cure Serious Insanity
-K:658:0xBC:0x85
-
-# Cure Critical Insanity
-K:659:0xBC:0x85
-
-# Cure Insanity
-K:660:0xBC:0x85
-
-# & Phial~
-K:661:0x87:0x9D
-
-# Junkart
-K:662:0x87:0x9C
-
-# Craftsmanship
-K:663:0x86:0x82
-
-# The One Ring
-K:664:0xD8:0x81
-
-# & Horn~
-K:669:0xD8:0x88
-
-# & Drum~
-K:670:0xD8:0x89
-
-# & Harp~
-K:671:0xD8:0x8A
-
-# & Palantir~
-K:675:0xD8:0x8F
-
-# Egg
-K:676:0xD8:0x84
-
-# Reset Recall
-K:677:0x86:0x81
-
-# Divination
-K:678:0x86:0x81
-
-# Self
-K:679:0xDA:0x80
-
-# Ray
-K:680:0xDA:0x80
-
-# Sphere
-K:681:0xDA:0x80
-
-# Knowledge
-K:682:0xDA:0x80
-
-# Life
-K:683:0xDA:0x84
-
-# Fire
-K:684:0xDA:0x81
-
-# Cold
-K:685:0xDA:0x80
-
-# Lightning
-K:686:0xDA:0x85
-
-# Acid
-K:687:0xDA:0x88
-
-# Element
-K:688:0xDA:0x89
-
-# Chaos
-K:689:0xDA:0x83
-
-# Mind
-K:690:0xDA:0x84
-
-# Holding
-K:691:0xDA:0x84
-
-# Arrow
-K:692:0xDA:0x80
-
-# Power Surge
-K:693:0xDA:0x80
-
-# Armageddon
-K:694:0xDA:0x80
-
-# Gravity
-K:695:0xDA:0x82
-
-# Undeath
-K:697:0xDA:0x82
-
-# Protection
-K:698:0xDA:0x82
-
-# & Ring~ of Precognition
-K:700:0xB5:0x8E
-
-# & Sprig~ of Athelas
-K:701:0xCE:0x96
-
-# & Old Scroll~ of Deincarnation
-K:720:0x86:0x82
-
-# & Dark Sword~
-K:721:0xCE:0x9D
-
-# Numenorean for Beginners (I)
-K:722:0xD8:0x81
-
-# Numenorean for Beginners (II)
-K:723:0xD8:0x81
-
-# Advanced Lessons of Numenorean
-K:724:0xD8:0x81
-
-# Advanced Lessons of Sindarin
-K:725:0xD8:0x81
-
-# & Shard~ of Pottery
-K:726:0x8B:0x88
-
-# & Broken Stick~
-K:727:0x8B:0x89
-
-# & Book~ of Beginner Cantrips
-K:738:0xA3:0x8B
-
-# & Book~ of Teleportation
-K:739:0xA3:0x8B
-
-# & Book~ of Summoning
-K:741:0xA3:0x8B
-
-# & Potion~ of Learning
-K:743:0x87:0x86
-
-# Khuzdul - The Hidden Tongue of the Dwarves
-K:751:0xD8:0x81
-
-# Nandorin for Dummies
-K:752:0xD8:0x81
-
-# Advanced Lessons of Orcish
-K:753:0xD8:0x81
-
-# Flying
-K:755:0xB5:0x80
-
-# & Tome~ of the Time
-K:756:0xA3:0x8D
-
-# & Spellbook~ of #
-K:757:0xA3:0x8A
-
-# & Tome~ of Meta Spells
-K:758:0xA3:0x8D
-
-# & Tome~ of the Mind
-K:759:0xA3:0x8D
-
-# & Holy Tome~ of Eru Iluvatar
-K:760:0xA3:0x8B
-
-# & Holy Tome~ of Manwe Sulimo
-K:761:0xA3:0x8C
-
-# & War Tome~ of Tulkas
-K:762:0xA3:0x90
-
-# & Unholy Tome~ of the Hellflame
-K:763:0xA3:0x91
-
-# & Corrupted Tome~ of Melkor
-K:764:0xA3:0x91
-
-# & Earth Tome~ of Aule
-K:765:0xA3:0x92
-
-# & Shining Tome~ of Varda
-K:766:0xA3:0x8B
-
-# & Water Tome~ of Ulmo
-K:767:0xA3:0x8D
-
-# & Forest Tome~ of Yavanna
-K:768:0xA3:0x8F
-
-# Tome of#
-K:769:0xA3:0x8F
-
-# & Ring~
-K:770:0xB5:0x8E
-
-# & Holy Tome~ of Mandos
-K:771:0xA3:0x8A
-
-# & Great Rod Tip~ of Home Summoning
-K:776:0xB8:0x84
-
-# & Shadow Blade~
-K:777:0xCD:0x9C
-
-# & Bluesteel Blade~
-K:778:0xCE:0x9E
-
-# the Serpents
-K:779:0xB6:0x9F
-
-# Ring~ of Power
-K:785:0xB5:0x85
-
-# Climbing Set~
-K:786:0xD8:0x92
-
-# Adventurer's Guide to Middle-earth
-K:787:0xD8:0x80
-
-# & Demonblade~
-K:788:0xCE:0x94
-
-# & Demonshield~
-K:789:0xCE:0x94
-
-# & Demonhorn~
-K:790:0xCE:0x95
-
-# & Wooden Rod~ of#
-K:793:0xDB:0x80
-
-# & Copper Rod~ of#
-K:794:0xDB:0x81
-
-# & Iron Rod~ of#
-K:795:0xDB:0x82
-
-# & Moonstone Rod~ of#
-K:796:0xDB:0x83
-
-# & Silver Rod~ of#
-K:797:0xDB:0x84
-
-# & Golden Rod~ of#
-K:798:0xDB:0x85
-
-# & Mithril Rod~ of#
-K:799:0xDB:0x86
-
-# & Tilkal Rod~ of#
-K:800:0xDB:0x87
-
-# & Greater Ration~ of Health
-K:801:0x8A:0x9E
-
-# & Crumpled Scroll~ of Mass Resurrection
-K:802:0x86:0x82
-
-# & Cleaver~
-K:803:0xD8:0x93
-
-# & Light War Axe~
-K:804:0xD8:0x94
-
-# & Slaughter Axe~
-K:805:0xD8:0x95
-
-# & Runestone~
-K:806:0xDA:0x83
-
-# & Fortune cookie~
-K:807:0x8A:0x93
-
-# Critical Hits
-K:809:0xB5:0x82
-
-# & Wand~ of Digging of Thrain
-K:810:0xB8:0x97
-
-# & Gnarled Staff~ of Holy Fire of Mithrandir
-K:811:0xCE:0x9F
-
-# Partial Totem
-K:812:0xB4:0x82
-
-# True Totem
-K:813:0xB4:0x85
-
-# & Piece~ of the Relic of Eru
-K:814:0x8B:0x91
-
-# & Piece~ of the Relic of Manwe
-K:815:0x8B:0x92
-
-# & Piece~ of the Relic of Tulkas
-K:816:0x8B:0x93
-
-# & Piece~ of the Relic of Melkor
-K:817:0x8B:0x94
-
-# & Piece~ of the Relic of Yavanna
-K:818:0x8B:0x95
-
-# & Ring~
-K:819:0xB5:0x82
-
-# & Ring~
-K:820:0xB5:0x82
-
-# & Ring~
-K:821:0xB5:0x82
-
-# & Ring~
-K:822:0xB5:0x82
-
-# & Ring~
-K:823:0xB5:0x82
-
-# & Ring~
-K:824:0xB5:0x82
-
-# & Piece~ of the Relic of Aule
-K:825:0x8B:0x96
-
-# & Piece~ of the Relic of Varda
-K:826:0x8B:0x97
-
-# & Piece~ of the Relic of Ulmo
-K:827:0x8B:0x98
-
-# & Piece~ of the Relic of Mandos
-K:828:0x8B:0x99
-
-# & Pinch~ of Longbottom Leaf
-K:831:0x87:0x8C
-
-# & Ear~ of Corn
-K:832:0x85:0x9A
-
-# & Tater~
-K:833:0x85:0x9B
-
-# & Strawberry~
-K:834:0x85:0x9C
-
-# & Turnip~
-K:835:0x85:0x9D
-
-# & Jar~ of Honey
-K:836:0x85:0x9E
-
-# & Jug~ of Milk
-K:837:0x85:0x9F
-
-# of War
-K:838:0xB9:0x9A
-
-# of Life
-K:839:0xB9:0x9C
-
-# Wizardry
-K:840:0x82:0x81
-
-# Vitality
-K:841:0x82:0x81
-
-# Clear Thought
-K:842:0x00:0x3D
-
-# Clumsiness
-K:843:0x82:0x81
-
-# Sickliness
-K:844:0x82:0x81
-
-# Fortune
-K:845:0x82:0x7F
-
-# Sterilise
-K:846:0xA3:0x92
-
-# Map of Middle-earth
-K:847:0xA3:0x92
-
-# Map of Edoras
-K:848:0xD8:0x81
-
-# Map of Esgaroth
-K:849:0xD8:0x81
-
-# Map of Hobbiton
-K:850:0xD8:0x81
-
-# Map of Osgiliath
-K:851:0xD8:0x81
-
-# Map of Pelargir
-K:852:0xD8:0x81
-
-# Map of Beorn's domain
-K:853:0xD8:0x81
-
-# Map of Dale
-K:854:0xD8:0x81
-
-# Map of Henneth Annun
-K:855:0xD8:0x81
-
-# Map of Helm's Deep
-K:856:0xD8:0x81
-
-# Map of Thranduil's realm
-K:857:0xD8:0x81
-
-# Map of Imladris
-K:858:0xD8:0x81
-
-# & Bearded Axe~
-K:859:0x87:0x90
-
-# & Double Axe~
-K:860:0x87:0x91
-
-# & Crusader Axe~
-K:861:0x87:0x92
-
-# & Reaper Axe~
-K:862:0x87:0x93
-
-# & Mithril Helm~
-K:863:0x8B:0x9A
-
-# & Set~ of Mithril Gauntlets
-K:864:0x8B:0x9B
-
-# & Small Mithril Shield~
-K:865:0x8B:0x9C
-
-# & Large Mithril Shield~
-K:866:0x8B:0x9D
-
-# & Map~
-K:867:0xA3:0x92
-
-# & Key~
-K:868:0x87:0x8D
-
-# & Cup~
-K:869:0x87:0x8E
-
-# & Red Arrow~
-K:870:0x87:0x8F
-
-# & Sceptre~
-K:871:0x86:0x91
-
-# & Rod~
-K:872:0x86:0x90
-
-# & Necklace~
-K:873:0x86:0x9F
-
-# & Amulet~
-K:874:0x86:0x9E
-
-# & Black Banner~
-K:875:0x87:0x94
-
-# & Pearl~
-K:876:0x87:0x95
-
-# & Silmaril~
-K:877:0x87:0x96
-
-# & Silmaril~
-K:878:0x87:0x97
-
-# & Golden Harp~
-K:879:0xD9:0x8A
-
-# Player
-R:0:0x8C/0x81
-
-# Spells (*)
-S:0x30:0x85/0x93
-S:0x31:0x85/0x92
-S:0x32:0x85/0x92
-S:0x33:0x85/0x8D
-S:0x34:0x85/0x8C
-S:0x35:0x85/0x8F
-S:0x36:0x85/0x90
-S:0x37:0x85/0x95
-S:0x38:0x85/0x93
-S:0x39:0x85/0x92
-S:0x3A:0x85/0x91
-S:0x3B:0x85/0x8E
-S:0x3C:0x85/0x8D
-S:0x3D:0x85/0x8F
-S:0x3E:0x85/0x90
-S:0x3F:0x85/0x95
-
-# Spells (|)
-S:0x40:0x84/0x9C
-S:0x41:0x84/0x98
-S:0x42:0x84/0x98
-S:0x43:0x85/0x88
-S:0x44:0x84/0x80
-S:0x45:0x84/0x8C
-S:0x46:0x84/0x90
-S:0x47:0x85/0x84
-S:0x48:0x84/0x9C
-S:0x49:0x84/0x98
-S:0x4A:0x84/0x94
-S:0x4B:0x84/0x88
-S:0x4C:0x85/0x88
-S:0x4D:0x84/0x8C
-S:0x4E:0x84/0x90
-S:0x4F:0x85/0x84
-
-# Spells (-)
-S:0x50:0x84/0x9D
-S:0x51:0x84/0x99
-S:0x52:0x84/0x99
-S:0x53:0x85/0x89
-S:0x54:0x84/0x81
-S:0x55:0x84/0x8D
-S:0x56:0x84/0x91
-S:0x57:0x85/0x85
-S:0x58:0x84/0x9D
-S:0x59:0x84/0x99
-S:0x5A:0x84/0x95
-S:0x5B:0x84/0x89
-S:0x5C:0x85/0x89
-S:0x5D:0x84/0x8D
-S:0x5E:0x84/0x91
-S:0x5F:0x85/0x85
-
-# Spells (:)
-S:0x60:0x84/0x9E
-S:0x61:0x84/0x9A
-S:0x62:0x84/0x9A
-S:0x63:0x85/0x8A
-S:0x64:0x84/0x82
-S:0x65:0x84/0x8E
-S:0x66:0x84/0x92
-S:0x67:0x85/0x86
-S:0x68:0x84/0x9E
-S:0x69:0x84/0x9A
-S:0x6A:0x84/0x96
-S:0x6B:0x84/0x8A
-S:0x6C:0x85/0x8A
-S:0x6D:0x84/0x8E
-S:0x6E:0x84/0x92
-S:0x6F:0x85/0x86
-
-# Spells (\)
-S:0x70:0x84/0x9F
-S:0x71:0x84/0x9B
-S:0x72:0x84/0x9B
-S:0x73:0x85/0x8B
-S:0x74:0x84/0x83
-S:0x75:0x84/0x8F
-S:0x76:0x84/0x93
-S:0x77:0x85/0x87
-S:0x78:0x84/0x9F
-S:0x79:0x84/0x9B
-S:0x7A:0x84/0x97
-S:0x7B:0x84/0x8B
-S:0x7C:0x85/0x8B
-S:0x7D:0x84/0x8F
-S:0x7E:0x84/0x93
-S:0x7F:0x85/0x87
-
-# Amulets (")
-S:0x80:0xB6/0x87
-S:0x81:0xB6/0x88
-S:0x82:0xB6/0x85
-S:0x83:0xB6/0x86
-S:0x84:0xB6/0x81
-S:0x85:0xB6/0x82
-S:0x86:0xB6/0x83
-S:0x87:0xB6/0x84
-S:0x88:0xB6/0x87
-S:0x89:0xB6/0x88
-S:0x8A:0xB6/0x8E
-S:0x8B:0xB6/0x86
-S:0x8C:0xB6/0x81
-S:0x8D:0xB6/0x82
-S:0x8E:0xB6/0x8B
-S:0x8F:0xB6/0x8C
-
-# Rings (=)
-S:0x90:0xB5/0x8B
-S:0x91:0xB5/0x8C
-S:0x92:0xB5/0x89
-S:0x93:0xB5/0x8A
-S:0x94:0xB5/0x81
-S:0x95:0xB5/0x82
-S:0x96:0xB5/0x83
-S:0x97:0xB5/0x88
-S:0x98:0xB5/0x8B
-S:0x99:0xB5/0x8C
-S:0x9A:0xB5/0x80
-S:0x9B:0xB5/0x8A
-S:0x9C:0xB5/0x81
-S:0x9D:0xB5/0x82
-S:0x9E:0xB5/0x83
-S:0x9F:0xB5/0x88
-
-# Staffs (_)
-S:0xA0:0xB9/0x84
-S:0xA1:0xB9/0x85
-S:0xA2:0xB9/0x85
-S:0xA3:0xB9/0x81
-S:0xA4:0xB9/0x81
-S:0xA5:0xB9/0x82
-S:0xA6:0xB9/0x80
-S:0xA7:0xB9/0x87
-S:0xA8:0xB9/0x84
-S:0xA9:0xB9/0x85
-S:0xAA:0xB9/0x83
-S:0xAB:0xB9/0x87
-S:0xAC:0xB9/0x81
-S:0xAD:0xB9/0x82
-S:0xAE:0xB9/0x80
-S:0xAF:0xB9/0x87
-
-# Wands (-)
-S:0xB0:0xB7/0x84
-S:0xB1:0xB7/0x85
-S:0xB2:0xB7/0x85
-S:0xB3:0xB7/0x86
-S:0xB4:0xB7/0x81
-S:0xB5:0xB7/0x82
-S:0xB6:0xB7/0x80
-S:0xB7:0xB7/0x87
-S:0xB8:0xB7/0x84
-S:0xB9:0xB7/0x85
-S:0xBA:0xB7/0x83
-S:0xBB:0xB7/0x86
-S:0xBC:0xB7/0x81
-S:0xBD:0xB7/0x82
-S:0xBE:0xB7/0x80
-S:0xBF:0xB7/0x87
-
-# Rods (-)
-S:0xC0:0xB8/0x84
-S:0xC1:0xB8/0x85
-S:0xC2:0xB8/0x85
-S:0xC3:0xB8/0x86
-S:0xC4:0xB8/0x81
-S:0xC5:0xB8/0x82
-S:0xC6:0xB8/0x80
-S:0xC7:0xB8/0x87
-S:0xC8:0xB8/0x84
-S:0xC9:0xB8/0x85
-S:0xCA:0xB8/0x83
-S:0xCB:0xB8/0x86
-S:0xCC:0xB8/0x81
-S:0xCD:0xB8/0x82
-S:0xCE:0xB8/0x80
-S:0xCF:0xB8/0x87
-
-# Scrolls (?)
-S:0xD0:0x86/0x82
-S:0xD1:0x86/0x82
-S:0xD2:0x86/0x82
-S:0xD3:0x86/0x82
-S:0xD4:0x86/0x82
-S:0xD5:0x86/0x82
-S:0xD6:0x86/0x82
-S:0xD7:0x86/0x82
-S:0xD8:0x86/0x82
-S:0xD9:0x86/0x82
-S:0xDA:0x86/0x82
-S:0xDB:0x86/0x82
-S:0xDC:0x86/0x82
-S:0xDD:0x86/0x82
-S:0xDE:0x86/0x82
-S:0xDF:0x86/0x82
-
-# Potions (!)
-S:0xE0:0xBC/0x84
-S:0xE1:0xBC/0x83
-S:0xE2:0xBC/0x8A
-S:0xE3:0xBC/0x8B
-S:0xE4:0xBC/0x87
-S:0xE5:0xBC/0x86
-S:0xE6:0xBC/0x85
-S:0xE7:0xBC/0x89
-S:0xE8:0xBC/0x84
-S:0xE9:0xBC/0x83
-S:0xEA:0xBC/0x8E
-S:0xEB:0xBC/0x88
-S:0xEC:0xBC/0x8B
-S:0xED:0xBC/0x8C
-S:0xEE:0xBC/0x8D
-S:0xEF:0xBC/0x89
-
-# Food (,)
-S:0xF0:0xBA/0x84
-S:0xF1:0xBA/0x85
-S:0xF2:0xBA/0x85
-S:0xF3:0xBA/0x86
-S:0xF4:0xBA/0x81
-S:0xF5:0xBA/0x82
-S:0xF6:0xBA/0x80
-S:0xF7:0xBA/0x87
-S:0xF8:0xBA/0x84
-S:0xF9:0xBA/0x85
-S:0xFA:0xBA/0x83
-S:0xFB:0xBA/0x86
-S:0xFC:0xBA/0x81
-S:0xFD:0xBA/0x82
-S:0xFE:0xBA/0x80
-S:0xFF:0xBA/0x87
-
-# Unknown Amulet
-U:40:0xB6/0x81
-
-# Unknown Ring
-U:45:0xB5/0x81
-
-# Unknown Staff
-U:55:0xB9/0x81
-
-# Unknown Wand
-U:65:0xB7/0x81
-
-# Unknown Rod
-U:66:0xB8/0x81
-
-# Unknown Scroll
-U:70:0x86/0x82
-
-# Unknown Potion
-U:75:0xBC/0x85
-
-# Unknown Food
-U:80:0x8B/0x81
-# non-defines encountered :
-# Load the Trap image definitions
-%:trap-xxx.prf
diff --git a/lib/mods/theme/pref/graf.prf b/lib/mods/theme/pref/graf.prf
deleted file mode 100644
index a82ce364..00000000
--- a/lib/mods/theme/pref/graf.prf
+++ /dev/null
@@ -1,51 +0,0 @@
-# File: graf.prf
-
-#
-# This file defines special attr/char mappings for use in "graphics" mode
-#
-# This file includes, if appropriate, various "sub-files"
-#
-# See "lib/help/command.txt" and "src/files.c" for more information.
-#
-
-
-##### Standard font file #####
-
-%:font-xxx.prf
-
-
-##### System Specific Subfiles #####
-
-?:[IOR [EQU $SYS xaw] [EQU $SYS x11] [EQU $SYS gtk]]
-%:graf-x11.prf
-
-?:[EQU $SYS gcu]
-%:graf-gcu.prf
-
-?:[EQU $SYS ami]
-%:graf-ami.prf
-
-?:[EQU $SYS mac]
-%:graf-mac.prf
-
-?:[EQU $SYS dos]
-%:graf-dos.prf
-
-?:[EQU $SYS win]
-%:graf-win.prf
-
-?:[EQU $SYS ibm]
-%:graf-ibm.prf
-
-?:[EQU $SYS emx]
-%:graf-emx.prf
-
-?:[EQU $SYS acn]
-%:graf-acn.prf
-
-?:[EQU $SYS sdl]
-%:graf-sdl.prf
-
-?:1
-
-
diff --git a/lib/mods/theme/user/all.prf b/lib/mods/theme/user/all.prf
index fbb9de81..67671aa4 100644
--- a/lib/mods/theme/user/all.prf
+++ b/lib/mods/theme/user/all.prf
@@ -23,27 +23,6 @@ Y:prompt_pickup_heavy
# Option 'Repeat obvious commands'
Y:always_repeat
-# Option 'Show dungeon level in feet'
-X:depth_in_feet
-
-# Option 'Merge inscriptions when stacking'
-Y:stack_force_notes
-
-# Option 'Merge discounts when stacking'
-Y:stack_force_costs
-
-# Option 'Show labels in object listings'
-Y:show_labels
-
-# Option 'Show weights in object listings'
-Y:show_weights
-
-# Option 'Show choices in certain sub-windows'
-Y:show_choices
-
-# Option 'Show details in certain sub-windows'
-Y:show_details
-
# Option 'Audible bell (on errors, etc)'
X:ring_bell
@@ -92,12 +71,6 @@ Y:alert_failure
# Option 'Get last words when the character dies'
Y:last_words
-# Option 'Allow shopkeepers and uniques to speak'
-Y:speak_unique
-
-# Option 'No query to destroy known worthless items'
-Y:auto_destroy
-
# Option 'Confirm to wear/wield known cursed items'
Y:confirm_wear
@@ -122,12 +95,6 @@ Y:auto_haggle
# Option 'Auto-scum for good levels'
Y:auto_scum
-# Option 'Allow weapons and armour to stack'
-Y:stack_allow_items
-
-# Option 'Allow wands/staffs/rods to stack'
-Y:stack_allow_wands
-
# Option 'Expand the power of the look command'
Y:expand_look
@@ -152,18 +119,9 @@ Y:dungeon_stair
# Option 'Monsters chase current location (v.slow)'
X:flow_by_sound
-# Option 'Use special symbols for the player char'
-X:player_symbols
-
-# Option 'Plain object descriptions'
-Y:plain_descriptions
-
# Option 'Monsters learn from their mistakes'
X:smart_learn
-# Option 'Monsters exploit players weaknesses'
-X:smart_cheat
-
# Option 'Allow unusually small dungeon levels'
Y:small_levels
@@ -173,9 +131,6 @@ Y:empty_levels
# Option 'Reduce lite-radius when running'
X:view_reduce_lite
-# Option 'Reduce view-radius in town'
-X:view_reduce_view
-
# Option 'Avoid checking for user abort'
X:avoid_abort
@@ -227,9 +182,6 @@ X:center_player
# Option 'Ingame contextual help'
X:ingame_help
-# Option 'Show the experience needed for next level'
-X:exp_need
-
# Option 'Use the old(Z) coloring scheme(reload the game)'
X:old_colors