Hi Khris! Well, if anybody could do it, it was you

Before I go with my usual round of questions, just answer this one, because if the answer is "no", then all the remaining questions are pointless. Is this too ambitious for a noob like me to pull off? I mean, I can imagine figuring out a simple rhomboid isometric grid, or something. Even if it takes me a week, heh. But I NEED to be able to see behind walls when the character is there. Otherwise it doesn't suit my game's needs. Is this too ambitious?
To the questions:
I happen to have created both a Fallout hexagon "engine" and a standard iso one. For the latter I actually ended up implementing a pixelwise z-buffer since I wanted my characters to be able to move freely on walkable tiles. I almost broke my brain while figuring out how to eliminate the clipping, and it's only possible because each tile shape has a handcrafted depth map:
I understood about 30% of this paragraph

Although I understand the general idea of what you're saying... What's a depth map? Where does it go in AGS? I'm guessing those green thingies are the tiles and it's "depth", but that's about it. I'm sorry for my ignorance.
If you're fine with the characters' positions being restricted to a tile's center, it's easier to pull off. You'll still have to either break up all walls into pieces or do lots of z-sorting.
I'm fine with them being in the center. Z-sorting the objects, right? That doesn't sound difficult. Maybe time-consuming, but not "my brain can't handle this" difficult.

The Fallout code is simpler and even cuts a round hole into walls in front of the player, but I've not tested it with multiple characters yet.
If you want to take a look, here's the 3.2.1 source: Google Drive
You don't say... I thought a rhomboid/squared grid would be simpler than an hex one. Yeah, I'm totally fine with it just cutting a round hole. I've taking a look at the code, and I have to say, as with most of your more complex codes, it just looks like magic to me... I suppose you wanted me to press F5 and see for myself, but when I do, it says:
Hexagons.asc(306): Error (line 306): Variable 'do' is already defined
BTW, is that code you sent me a working code? I mean, could I use that Fallout engine you made into my own game?
Bottomline, I'm fine using either kind of isometric view, be it the Fallout hex one, or the standard one. Even one without a grid, moving with the mouse (like Baldur's Gate). The thing I have to figure out is the viewing through walls.
As always, thanks a lot for your time and dedication.
