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Created tilesets (markdown)
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tilesets.md
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tilesets.md
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The list of tiles used in a map is called a _tileset_.
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To view/modify the tileset used by a map, edit the map xml file, and look for the "tileset" attribute.
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```
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<Level tileset="mithalas" .../>
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```
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The tileset file is stored in the tilesets directory as a txt file. It contains the list of the graphics that are available for the maps using this tileset.
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Tileset example :
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```
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0 black
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1 veil-tilerock-0001 128 128
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2 veil-tilerock-0002 128 128
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3 veil-tilerock-0003 128 128
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4 veil-tilerock-0004 128 128
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5 collectibles/mithala-doll
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6 growth-medium
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7 growth-heavy
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8 bg-light-0001
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9 bg-light-0002
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10 bg-light-0003
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11 healthplant-bush
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```
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The tiles 1-4 are used to generate the borders when pressing F12 in the editor. Which tile is used is randomly chosen. The two numbers after tiles 1-2 are the size of the tile graphic in pixels, so that the editor knows the spacing when placing borders automatically (Refer to [[Map templates|map-basics]] for the details).
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Tile 0 is not used.
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To add a new tile, add a new entry in this list with the name of the graphic you want to add.
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For example, you could append the following lines at the end:
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```
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12 my-new-graphic
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13 coral-0007
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20 plants/my-seaweed
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```
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Aquaria will first search for the graphic name in your mod (under **graphics/...**), then in Aquaria (**gfx/...**). Always use file names without extension (leave the _.png_ away)!
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You can use your own numbering. More precisely, there can be holes in your numbering.
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This is useful if you want to categorize tiles for faster access in the editor. You could for example use 10-50 for rock tiles, 50-100 for plants, 100-150 for other decoration. You'll get a feel for this when you repeatedly cycle through tiles in the editor.
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Just don't use the same number twice.
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