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[SCRIPT] Unlimited Animated Tiles for Essentials

By KleinStudio
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41 Comments
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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.
Thanks to 44tim44 for help testing the out of sync bug and report the bug

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.
Download: pokemonfangames.com/script.php…

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.
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© 2015 - 2020 KleinStudio
Comments41
anonymous's avatar
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Pokemon-Subrosia's avatar
In Essentials v17 adding this will make bridges not work anymore. I found one possible quick fix for this.
The way to fix it is in the end of this first post here:
kronfarore's avatar
I think there is an issue with the bridge event: the player appears under the bridges instead over.
Pokemon-Subrosia's avatar
This is still a problem in the current version. I tried to take a look at the scripts to debug this but couldn't find it yet.
I'll say something here in case I succeed.
maarten12's avatar
Do you also have the Pokemon essentials Windowskin script. An tool to made the borders bigger with arrow picture
SvenBuchholz's avatar
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?
KleinStudio's avatar
# Initialize the array for tileset 1
KleinTiles[1]=[]
# Flower animation
KleinTiles[1].push([208,[9,10,9,8]])
# Sea animation
KleinTiles[1].push([209,[0,1,2,3,4,5,6,7]])
# Water rock animation
KleinTiles[1].push([210,[16,17,18,19,20]])
# Waterfalls animation
KleinTiles[1].push([211,[24,25,26,27]])
KleinTiles[1].push([212,[32,33,34,35]])
KleinTiles[1].push([213,[40,41,42,43]])
# Fire animation
KleinTiles[1].push([216,[28,29,30,29]])
KleinTiles[1].push([224,[36,37,38,37]])

Just edit the [1] with the tileset id you want
yakky1's avatar
I can't find the KleinAnimatedTiles script.
KleinStudio's avatar
That's the one in the .txt file
giorgioz's avatar
I can't seem to find the KleinAnimatedTiles Script.
Deorro's avatar
Hey man, how far are you with the custom speeds for animations?
KleinStudio's avatar
I did them but custom speeds means reload the map everytime for map the new autotiles and it was so laggy. Maybe with my bitmap funcs dll I can make them work fine now, I totally forgot about the custom speed thing.
My time is very limited but do you think that feature is really useful?
Deorro's avatar
Yeah, for me the feature is really useful.
I found out that most of my tile animations are a bit slow and they need to go a bit faster.
I don't know where I can change the speed for all the animated tiles, since that would also be a solution to fix the animations.
ShoutyDog's avatar
I have copied the script and edited the parts i need to for flowers to animate and i get an error. D:
KleinStudio's avatar
Can you show me the error?
Midnitez-REMIX's avatar
As great as this is, wouldn't all those animated tiles make the game super laggy?
KleinStudio's avatar
Nope, the game will not get lag with this even if all your map is animated (or at least it shouldnt)
Midnitez-REMIX's avatar
That seems hard to believe, but okay. :D
KleinStudio's avatar
The game doesn't load all the map and it's not loading all the frames at the same time, that's why it doesn't give lag.
PeekyChew's avatar
Oh my god. Just a few weeks ago I spent ages on a bad work around to get an animation working, this would have been so helpful. Thanks so much!
KleinStudio's avatar
You're welcome! Thanks for comment :)
If you need help with the script or you have any error/problem, tell me!
44tim44's avatar
Okay, I actually got a problem. When using seatiles with your script, the animations are out of sync when going across a map connection.
I also seem to have the sync problem in general. This happens: i.imgur.com/OHWNzSc.png
KleinStudio's avatar
All the animations have the same speed so you have to be sure the first frame is the same for all of them, if you're still getting problems you can tell me in a Note so we can talk better ;)
anonymous's avatar
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