Wtf. Why would you let us use csets 12+ for enemies, items, etc etc?
I didn't. There is a long-standing glitch that questmakers have abused to do this. The complaint that I received is that there was no way to view how these enemies look in those csets in the tile editor, so I allowed viewing them in the csets used by these stupid tilesets. (e.g. My tileset has enemies set to use CSet 14, but when in the enemy editor I click on the tile, I cannot see how the enemy appears in-game.)
Viewing these in the tile editor exists purely to preview how they will look in tilesets that already exist and exploit this.
I will not explain how to do it as, I do not need more people doing it, and it is thankfully both hard to find the discussion on it and the method to accomplish the glitch is obscure; but some people figured out how to do it, so, bleah.
I'd remove it entirely, but that would break two or three tilesets and all quests that use them, andI have no intention of making it easier to edit these bonkers exploits. I am merely willing to allow viewing them in the tileset as presented. I think that at some point in 2.50 beta, or 2.10, you could edit with these ramps. Otherwise, IDK how these tileset authors imported te gfx and bound them to those csets when designing their tileset.
What is the actual bug here? CSet 12 in the tile editor, with the plus hotkey advances to cset 12 but CSet 0 with the minus hotkey doesn't wrap to 15??? CSet 15 in the tileeditor, with the plus hotkey doesn't wrap to cset 0???
You are meant to be able to view, but not to edit, the colours in the system csets in the palette viewer. The reason for this is that you can draw using these colours with script draws and with other features. This is another oversight that has been exploited.
Please stay topical.