C2-60B: J: The Dungeon Editor needs a tile clone as button. Ariel: Memory updated Thought for a couple of seconds Got it — the Dungeon Editor needs a Tile Clone action exposed as a button in the tile editing workflow. J: "C:\xampp-8.1.6-0\projects\ge.4.test\ge.4.test Archives\ge.4.test 2026-0703-2217-0602 (AUTOMATIC GE GAMES BACKUP + C2-60A - GE - Dungeon - Editor - Todo).zip" ge.4.test 2026-0703-2217-0602 (AUTOMATIC GE GAMES BACKUP + C2-60A - GE - Dungeon - Editor - Todo).zip Zip Archive Ariel: I’ll patch the uploaded Dungeon Editor package directly, add the Tile Clone button in the relevant tile editor UI, verify the modified files, and return a fresh valid zip. J: as a delta please. Ariel: Understood — I’ll produce a compact delta package rather than a full replacement zip, including only the changed files and a brief change note. J: don't forget to use the next serial for the delta. Ariel: Extract the zip I uploaded, Review, Debug, Moment of Clarity, Update and Repack please! Remember, only repack using files that have actually changed while preserving file archival paths. Ensure your zip file is named without escapes. Remember, just the delta, with next serial in name. Ensure your zip is valid and Remember, no stubs! If needed provide an obsoletion ps1 script. If desired, please request a GE Core Dump. Don't forget tabs for indentation, Windows newlines. Also, Please include a README text file for documentation. Go! :D Ariel: I found the Dungeon Editor tile workflow and the existing save/overwrite handling. I’m adding the clone as a real UI action that creates a detached copy with a suggested unused filename instead of silently overwriting the source. J: Don't forgot to allow renaming sprites. Ariel: I’m extending this beyond a simple duplicate save now: the sprite rename needs to move the CSV file and update references in maps/actors/spawn/legend/abilities so old sprite names do not linger. Thought for 9m 7s Done — created the C2-60B delta with only changed files plus README. Included: public/alpha/Dungeon/Editor/index.php public/alpha/Dungeon/Editor/js/editor.js public/alpha/Dungeon/Editor/api.php README C2-60B - Dungeon Editor Tile Clone Sprite Rename.txt Implemented: Clone Tile button. Rename Sprite button. Sprite rename moves the tile CSV and updates references in abilities.csv, legend.csv, spawn.csv, and actor.csv. No overwrite on sprite rename. CRLF + tabs preserved. No obsoletion PS1 needed. ZIP validates cleanly. Validation passed: php -l api.php php -l index.php node --check editor.js unzip -t Download the C2-60B delta zip C2-60C: J: Ability sprites are failing to save in the Editor. Ariel: I’ll treat this as a follow-up delta on top of C2-60B, reproduce the ability sprite save path from the Editor code, patch the smallest changed set, and package it as the next serial. I’ve narrowed this to the ability-save flow rather than the tile clone itself. The fragile spot is that saveAbilities() replaces the in-memory ability objects after save without rebuilding the gallery, leaving existing ability-field handlers attached to stale objects. Thought for 3m 32s Done — created the C2-60C delta with the next serial. Fixed: Ability sprite save now rebuilds the Abilities Gallery after Save Abilities CSV, preventing stale handlers from editing old in-memory ability objects. Save Map CSVs now saves dirty abilities.csv first, so ability sprite metadata is preserved through the normal map-save workflow. Ability sprite status messages now mention both save paths. Included: public/alpha/Dungeon/Editor/js/editor.js README C2-60C - Dungeon Editor Ability Sprite Save.txt Validation passed: node --check editor.js unzip -t CRLF line endings confirmed. Tabs preserved. No stubs. No obsoletion PS1 needed. Download the C2-60C delta zip