If you want an animated tileset, ...don't ask me, I don't know :/
If you want to animate, say, something like a character graphic (which has frames stacked together and you want to use those frames the way you like), you need a sprite,
@da_sprite =
Sprite.newYou need to set the bitmap to the graphic
@da_sprite.bitmap = RPG::Cache.picture('Charset_experiment')
Then, you need to keep changing the
source rectangle (src_rect) to suit your needs, like this:
@da_sprite.src_rect.set(x, y, w, h)
where x and y are the coordinates of the top-left corner of the required rectangle, w and h are also obvious. You might want to check the 'update' method of the class 'Arrow_Base' in the default scripts. There, the battle cursor blinking is done in the same way. The spurce rect is changed every 8 frames. You can get a clear idea.