Sprite sheets, Sprites, TileDefs, rule brushes, patterns and folders are Assets with a common base structure:

Id : string (GUID)
Handle : uint
Ref : string?
Rank : int
  • Id: Is a GUID that is guaranteed to exist, and the app assumes it to be unique. If for any reason a collision occurs (for example while manually editing or merging projects,) on load time, Ed assigns different GUIDs to the Assets that had the same GUID. The order of assignment is not guaranteed.
  • Handle: Is a uint that is assumed to be unique. This is primarily used in the Board data structure to reference TileDefs for faster lookups and to decrease data size.
  • Ref: Is the friendly name for the asset. Refs can be used as loose pointers to point to different assets, where swapping them won’t break other dependent entities.
  • Rank: How the asset is sorted by the user. Currently it has two values, depending on whether the asset is marked as favorite or not.

If you are planning to load the data in your game, you will most likely be safe ignoring rule brushes, patterns and folders.