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	<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?action=history&amp;feed=atom&amp;title=Map_Texture_Step</id>
	<title>Map Texture Step - Revision history</title>
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	<updated>2026-07-31T13:03:36Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Map_Texture_Step&amp;diff=2862&amp;oldid=prev</id>
		<title>Imbion: Created page with &quot;The &#039;&#039;&#039;Map Dict Texture Step&#039;&#039;&#039; is a floor generation step. Its typical priority is &#039;&#039;&#039;4&#039;&#039;&#039;.  This step is used to define the appearance of tiles generated on a floor.  == Usage == Map Texture Step is used for dungeons with three different tiles: Floors, walls/unbreakable, and a secondary tile (i.e. water, abyss, lava). If a floor wants to use additional tiles (i.e. tall grass), it must use the Map Dict Texture Step instead.  == Fields == The following fields are pre...&quot;</title>
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		<updated>2025-08-05T23:11:15Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;Map Dict Texture Step&amp;#039;&amp;#039;&amp;#039; is a floor generation step. Its typical priority is &amp;#039;&amp;#039;&amp;#039;4&amp;#039;&amp;#039;&amp;#039;.  This step is used to define the appearance of tiles generated on a floor.  == Usage == Map Texture Step is used for dungeons with three different tiles: Floors, walls/unbreakable, and a secondary tile (i.e. water, abyss, lava). If a floor wants to use additional tiles (i.e. tall grass), it must use the &lt;a href=&quot;/Map_Dict_Texture_Step&quot; title=&quot;Map Dict Texture Step&quot;&gt;Map Dict Texture Step&lt;/a&gt; instead.  == Fields == The following fields are pre...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;Map Dict Texture Step&amp;#039;&amp;#039;&amp;#039; is a floor generation step. Its typical priority is &amp;#039;&amp;#039;&amp;#039;4&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
This step is used to define the appearance of tiles generated on a floor.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Map Texture Step is used for dungeons with three different tiles: Floors, walls/unbreakable, and a secondary tile (i.e. water, abyss, lava). If a floor wants to use additional tiles (i.e. tall grass), it must use the [[Map Dict Texture Step]] instead.&lt;br /&gt;
&lt;br /&gt;
== Fields ==&lt;br /&gt;
The following fields are present in MapTextureStep.&lt;br /&gt;
&lt;br /&gt;
=== Tilesets ===&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Ground&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Block&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039; tilesets are where the textures for each respective tile are defined.&lt;br /&gt;
&lt;br /&gt;
=== Layered Ground ===&lt;br /&gt;
If this is checked, an additional floor texture is layered under all tiles. This is used primarily when textures contain transparent piles, such as water tiles that are meant to be usable on several different maps.&lt;br /&gt;
&lt;br /&gt;
=== Independent Ground ===&lt;br /&gt;
If this is checked, the border autotile texture will not be used in the dungeon near walls. This is useful when you are using floors and walls from different dungeons together.&lt;br /&gt;
&lt;br /&gt;
=== Ground Element ===&lt;br /&gt;
What elemental type the floor is. This is used for moves that change effect depending on the environment, such as camouflage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Floor Generation Step]]&lt;/div&gt;</summary>
		<author><name>Imbion</name></author>
	</entry>
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