mwg API
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    Interface AutotileSet

    One autotile source a layer draws from. MV sets name an A-sheet family; XP sets name one autotile image. A layer takes one set, or one per family slot (MV) or image index (XP), and each cell routes to the set claiming its id - the same split a multi-sheet map already uses for plain layers.

    interface AutotileSet {
        animation?: readonly (readonly number[])[];
        animationFrame?: number;
        format?: AutotileFormat;
        frames?: number;
        index?: number;
        mode?: "floor" | "wall" | "mixed";
        sheet: SpriteSheet;
        slot?: RpgmAutotileSlot;
        table?: RpgmAutotileShapeTable;
        tableEdge?: boolean;
    }
    Index
    animation?: readonly (readonly number[])[]

    MV only: kind runs advancing together when the frame changes (water, waterfalls)

    animationFrame?: number

    the layer's initial animation frame

    which family; MV quadrant sheets unless 'rpgm-xp' says otherwise

    frames?: number

    XP only: animation stripes in the image; counted from the sheet width when omitted

    index?: number

    XP only: which autotile image this sheet is, 0-7

    mode?: "floor" | "wall" | "mixed"

    MV only: which shape table to sample; floor for slots 0-1, wall for 2-3. 'mixed' is the A4 sheet's own layout, where kind rows alternate between the floor table (wall tops) and the wall table (wall faces); on slots 0-2 it is the same as their default.

    the raw source image: an MV A-sheet of 48px cells, or one XP autotile image

    MV only, required: which A-family (0-3) this sheet is

    MV only: a custom shape table, overriding mode for non-standard sheets

    tableEdge?: boolean

    MV slot 1 (A2) only: the layer's cells hold the table tile standing above each cell, and this set draws just that table's front-edge strip along the cell's top, as the engine does under a table. rpgmTableEdgeCells computes those cells from the map.