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Seen January 1st, 2016
Posted November 27th, 2015
52 posts
4.6 Years

Updated 29/6/2015
Changelog V1.1
*Fixed minors bugs.
*Fixed a bug with the tile sync, now the tiles sync like real autotiles.
*improved code.

I will never know why RPG Maker do not support more that 7 animated tiles per tileset, flowers, water, and a lot of more things are sometimes needed and maybe 7 are not enough. With this script you will be able to make animated tiles (no autotiles).

If you're using Pokemon Essentials BW this script will only works well in 3.1.1 and future releases, make sure you have your project updated!

If you're using V1 and you don't want to redownload everything again, you can download a update file from the website.

I've done lots of tests and didn't have errors or problems but if you have tell me.

How this works
First, we have to create a new tileset that will contain all the tiles we need to animate, after this you just need to configure the animation for every animated tile you want in the script. There's a explanation in the script.
After this, the game will swap tiles for make the animation, just like animated autotiles works.
The speed of the animations are the same that autotiles speed. I've already a version working with custom speeds for animations but it need more work before I can release it.

How to use in my own game
Copy and paste the script KleinAnimatedTiles above main in your game's scripts and modify the settings if needed.
Seen September 26th, 2016
Posted September 26th, 2016
69 posts
10.1 Years
Hey Klein,

I dont want to use the 001 Tileset for this.
I wanto use my Tileset with the ID 023.
How can I change it?

In your script I can see this here:
# *Before adding animated tiles to a tileset, you need to initialize it
# to make that just write this before the tileset tile setting:
# KleinTiles[TilesetId]=[]

Where do I find the tileset tile setting?
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