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USING THE EDITOR

Using the editor is pretty straightforward.
I will explain the less-obvious features here.

Also, there is NO undo feature.
This would have been nice to have, but it would be difficult to make.
I recommend you save often.



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CHIPSETS

All chipset images must be in a folder named "chipset".
This folder will also need to be present in the game folder for your maps to display.

You can optionally iport the chipset images into the game.
If you do, their linkage names must include the folder path and be exactly the same as their filenames.
For example:
	chipset/basis.png



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USING THE MENU

When using the menu at the top, I recommend clicking and dragging to the selection.
This is because the map editor will detect clicks even through the menu.



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LAYERS

To create a new layer:
	Double-click the layer list.

To remove a layer:
	Select it and press backspace or delete.

To quickly select a layer:
	Press a number key.


Layers cannot be rearranged.
The map system only supports up to 9 layers.  (even though the editor can make an unlimited number of them)
You usually won't need more than 3 layers for any map.

When I program my games, I usually place all the characters between layers 1 and 2, and design the maps accordingly.
To place characters between layers, create an empty movieClip inside the map at depth 11.
And place all your characters inside of that empty movieClip.



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SELECTING MANY TILES IN THE CHIPSET

Like RpgMaker 2000, you can click and drag to select multiple tiles at a time.



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SELECTING MANY TILES ON THE MAP

If you hold shift, you can select one or more tiles on the current layer of the map.
It's sort of like an eyedropper tool.
After you do this, the selection box in the chipset panel will vanish since your selected tiles won't neccessarily be in any one area of the chipset.



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COLLISION

My collision system considers 0 to be empty space, and 1 to be a wall.
You can assign other collision values as well, but you will need to tell your game how to handle them.

Unlike RpgMaker 2000, collision is not placed automatically.
After making your map, you need to assign collision manually.
However, this DOES allow you to make things like secret passages.



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SHIFTING THE MAP

If your room seems of be of to one side,
go to the menu and select
Edit -> Shift Map

Just like in RpgMaker 2000, this allows you to reposition your map.
Tiles at the edges will wrap around to the opposite edges.
Collision values will also be shifted accordingly.



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SAVING TO THE CLIPBOARD

It's usually not neccessary to use this feature.
This copies the map's XML data into the clipboard.
From there, you can manually save the map by opening notepad and pasting the data, and then changing the extension to .xml

This feature exists because, for some unknown reason, the save feature sometimes won't work.
When that happens, the program will automatically tell you to save using the clipboard instead.

This problem occurs when the data being saved is a certain arbitrary size.
It doesn't come from Flash or even my editor program.  It's a quirk that MDM Zinc has. 
(I used MDM Zinc to give this flash program the ability to save files)



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SAVE TO CLIPBOARD (OLD)

This option saves the map in the old non-compact format.
The current map system supports both.
This option is included here in case you want to edit maps for older games
that use the old map system.
