Isometric View
version 1.0
by MGCaladtogel and Siegfried
Translated and enhancements by GubiD
Description:
This allows you to create the game you have always wanted in RMXP! This script takes the standard movement and character placement and tile rendering to Isometric, which is 2.5D. What does that mean? You can now create games that incorporate height and a semi 3d look without actually being 3d! Of course this means that there will be a lot of spriting of tilesets, but the capability is there. This can eventually be incorporated into many ABS's and TBS's (its already in GTBS... v1.3 to be released soon).
Instructions for use are in the demo.
script part1
Code:
#-------------------------------------------------------------------------------
# ? Script 2D_ISO, created by MGCaladtogel tranlated by GubiD
#-------------------------------------------------------------------------------
#==============================================================================
# New Variables:
# $game_map indicates the map of data (where you will place events)
# $game_map_iso indicates the map into 2d-isometric view, although containing no events.
#==============================================================================
#==============================================================================
# ? Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# ? The scrolling must be carried out according to dimensions of chart
# into isometric
#--------------------------------------------------------------------------
def scroll_down(distance)
if $game_map.iso?
corr = (($game_map.height + $game_map.width)%2 == 0 ? 0 : 4*16)
@display_y = [@display_y + distance, 128*$game_map_iso.height - 4*480 - corr].min
else
@display_y = [@display_y + distance, (self.height - 15) * 128].min
end
end
#--------------------------------------------------------------------------
def scroll_right(distance)
if $game_map.iso?
@display_x = [@display_x + distance, 128*$game_map_iso.width - 4 * 640].min
else
@display_x = [@display_x + distance, (self.width - 20) * 128].min
end
end
end
#==============================================================================
# ? Game_Character
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# ? Update the position of the characters to the screen according to x,y in isometric
#--------------------------------------------------------------------------
def screen_x
if $game_map.iso?
return (@real_x - @real_y)/4 + 32*$game_map.height - 0 - $game_map.display_x/4
else
return (@real_x - $game_map.display_x + 3) / 4 + 16
end
end
#--------------------------------------------------------------------------
def screen_y
if $game_map.iso?
y = (@real_y + @real_x) / 8 + 24 - $game_map.display_y/4
if @jump_count >= @jump_peak
n = @jump_count - @jump_peak
else
n = @jump_peak - @jump_count
end
return y - (@jump_peak * @jump_peak - n * n) / 2
else
y = (@real_y - $game_map.display_y + 3) / 4 + 32
# Make y-coordinate smaller via jump count
if @jump_count >= @jump_peak
n = @jump_count - @jump_peak
else
n = @jump_peak - @jump_count
end
return y - (@jump_peak * @jump_peak - n * n) / 2
end
end
#--------------------------------------------------------------------------
def screen_z(height = 0)
if $game_map.iso?
if @always_on_top
return 999
end
z = 9999#screen_y
if @tile_id > 0
return z + $game_map_iso.priorities[@tile_id] * (32 + (8*screen_th))
end
else # use default method
if @always_on_top
# 999, unconditional
return 999
end
# Get screen coordinates from real coordinates and map display position
z = (@real_y - $game_map.display_y + 3) / 4 + 32
# If tile
if @tile_id > 0
# Add tile priority * 32
return z + $game_map.priorities[@tile_id] * 32
# If character
else
# If height exceeds 32, then add 31
return z + ((height > 32) ? 31 : 0)
end
end
end
end
#==============================================================================
# ? Game_Player
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ? Sets up use for directions using 1,3,7,9 coordinated to up/down/left/right
# so that the scrolling occurs cleaner.
#--------------------------------------------------------------------------
alias gmpl_iso_update update
def update
if $game_map.iso?
last_moving = moving?
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
case Input.dir8
when 1..2
move_down
when 3
move_right
when 4
move_left
when 7
move_left
when 6
move_right
when 8..9
move_up
end
end
last_real_x = @real_x
last_real_y = @real_y
super
disp_y = screen_y + $game_map.display_y/4
disp_x = screen_x + $game_map.display_x/4
if CENTER_Y - (4*disp_y - $game_map.display_y) < 0
$game_map.scroll_down(4*disp_y - $game_map.display_y - CENTER_Y)
end
if CENTER_X - (4*disp_x - $game_map.display_x) > 0
$game_map.scroll_left(CENTER_X - (4*disp_x - $game_map.display_x))
end
if CENTER_X - (4*disp_x - $game_map.display_x) < 0
$game_map.scroll_right(4*disp_x - $game_map.display_x - CENTER_X)
end
if CENTER_Y - (4*disp_y - $game_map.display_y) > 0
$game_map.scroll_up(CENTER_Y - (4*disp_y - $game_map.display_y))
end
unless moving?
if last_moving
result = check_event_trigger_here([1,2])
if result == false
unless $DEBUG and Input.press?(Input::CTRL)
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
if Input.trigger?(Input::C)
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
else
gmpl_iso_update
end
end
end
#==============================================================================
# ? Scene_Title
#==============================================================================
class Scene_Title
alias main_orig main
#--------------------------------------------------------------------------
# ? Loads MapInfos so that Iso map id's can be loaded according to the current map.
#--------------------------------------------------------------------------
def main
$data_map_infos = load_data("Data/MapInfos.rxdata")
main_orig
end
end
#==============================================================================
# ? Spriteset_Map
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# ? Generates the map, then lays the iso view map (parent map) over it, but uses
# $game_map for data
#--------------------------------------------------------------------------
def initialize
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 200
@viewport3.z = 5000
@tilemap = Tilemap.new(@viewport1) #creates standard 2d map
if $game_map.iso?
map_infos = $data_map_infos[$game_map.map_id]
$game_map_iso = Game_Map.new #creates new iso map
$game_map_iso.setup(map_infos.parent_id) #draws map
@tilemap.tileset = RPG::Cache.tileset($game_map_iso.tileset_name) #sets correct tileset
for i in 0..6 #draws autotiles
autotile_name = $game_map.autotile_names[i]
@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@tilemap.map_data = $game_map_iso.data #reads terrain tags and else
@tilemap.priorities = $game_map_iso.priorities #sets iso map priorities
else
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@tilemap.map_data = $game_map.data
@tilemap.priorities = $game_map.priorities
end
@panorama = Plane.new(@viewport1) #create pan plane
@panorama.z = -1000
@fog = Plane.new(@viewport1) #creates fog plane
@fog.z = 3000
@character_sprites = []#initializes character update thread
for i in $game_map.events.keys.sort #add events to map from $game_map, NOT ISO
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.push(sprite)
end
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player)) #add player to map
@weather = RPG::Weather.new(@viewport1) #draw weather
@picture_sprites = []
for i in 1..50 #draw setup pictures
@picture_sprites.push(Sprite_Picture.new(@viewport2,
$game_screen.pictures[i]))
end
@timer_sprite = Sprite_Timer.new #start timer
update
end
#--------------------------------------------------------------------------
# ? Caution: Updated the panorama to draw in the same fashion and update according to
# iso view settings
# Get the original displacement settings and expand them:
# @panorama.ox = $game_map.display_x / 4
# @panorama.oy = $game_map.display_y / 4
# to :
# @panorama.ox = $game_map.display_y / 8
# @panorama.oy = $game_map.display_y / 8
#--------------------------------------------------------------------------
alias upd_iso_map update
def update(map_id = $game_map.map_id)
#if pan settings changed.. update pan info
if $game_map.iso?
if @panorama_name != $game_map_iso.panorama_name or
@panorama_hue != $game_map_iso.panorama_hue
@panorama_name = $game_map_iso.panorama_name
@panorama_hue = $game_map_iso.panorama_hue
if @panorama.bitmap != nil
@panorama.bitmap.dispose
@panorama.bitmap = nil
end
if @panorama_name != ""
@panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
end
Graphics.frame_reset #reset frame count to 0
end
#if fog settings changed.. update fog info
if @fog_name != $game_map_iso.fog_name or @fog_hue != $game_map_iso.fog_hue
@fog_name = $game_map_iso.fog_name
@fog_hue = $game_map_iso.fog_hue
if @fog.bitmap != nil
@fog.bitmap.dispose
@fog.bitmap = nil
end
if @fog_name != ""
@fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
end
Graphics.frame_reset #reset frame count to 0
end
#update tilemap offset
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
#redraw tilemap to current offset
@tilemap.update
#update pan and fog offsets.
@panorama.ox = $game_map.display_x / 4
@panorama.oy = $game_map.display_y / 4
@fog.zoom_x = $game_map_iso.fog_zoom / 100.0
@fog.zoom_y = $game_map_iso.fog_zoom / 100.0
@fog.opacity = $game_map_iso.fog_opacity
@fog.blend_type = $game_map_iso.fog_blend_type
@fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
@fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
@fog.tone = $game_map.fog_tone
#update event and character sprites
for sprite in @character_sprites
sprite.update
end
#update weather
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.ox = $game_map.display_x / 4
@weather.oy = $game_map.display_y / 4
@weather.update
#update pictures
for sprite in @picture_sprites
sprite.update
end
@timer_sprite.update
#update screen tone/shake/flash
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
@viewport3.color = $game_screen.flash_color
@viewport1.update
@viewport3.update
else #use standard update process tilemap update process
upd_iso_map
end
end
end
#==============================================================================
# ? Interpreter
#==============================================================================
class Interpreter
#--------------------------------------------------------------------------
# ? Change Map Settings
#--------------------------------------------------------------------------
def command_204
case @parameters[0]
when 0 #change panorama
if $game_map.iso?
$game_map_iso.panorama_name = @parameters[1]
$game_map_iso.panorama_hue = @parameters[2]
else
$game_map.panorama_name = @parameters[1]
$game_map.panorama_hue = @parameters[2]
end
when 1 #change fog settings
if $game_map.iso?
$game_map_iso.fog_name = @parameters[1]
$game_map_iso.fog_hue = @parameters[2]
$game_map_iso.fog_opacity = @parameters[3]
$game_map_iso.fog_blend_type = @parameters[4]
$game_map_iso.fog_zoom = @parameters[5]
$game_map_iso.fog_sx = @parameters[6]
$game_map_iso.fog_sy = @parameters[7]
else
$game_map.fog_name = @parameters[1]
$game_map.fog_hue = @parameters[2]
$game_map.fog_opacity = @parameters[3]
$game_map.fog_blend_type = @parameters[4]
$game_map.fog_zoom = @parameters[5]
$game_map.fog_sx = @parameters[6]
$game_map.fog_sy = @parameters[7]
end
when 2 #change battleback
if $game_map.iso?
$game_map_iso.battleback_name = @parameters[1]
$game_temp_iso.battleback_name = @parameters[1]
else
$game_map.battleback_name = @parameters[1]
$game_temp.battleback_name = @parameters[1]
end
end
return true
end
#--------------------------------------------------------------------------
# ? Change fog tone
#--------------------------------------------------------------------------
def command_205
if $game_map.iso?
$game_map_iso.start_fog_tone_change(@parameters[0], @parameters[1] * 2)
else
$game_map.start_fog_tone_change(@parameters[0], @parameters[1] * 2)
end
return true
end
#--------------------------------------------------------------------------
# ? Change fog opacity
#--------------------------------------------------------------------------
def command_206
if $game_map.iso?
$game_map_iso.start_fog_opacity_change(@parameters[0], @parameters[1] * 2)
else
$game_map.start_fog_opacity_change(@parameters[0], @parameters[1] * 2)
end
return true
end
end
script part2
Code:
#==============================================================================
# o Sprite_Character add-on : Fix Pic
#------------------------------------------------------------------------------
# Script curtisy of Siegfried which is made to work with MGCaladtogel's iso script
#------------------------------------------------------------------------------
# Updates passability to check height changes
#------------------------------------------------------------------------------
# Rules for the map passabilities :
# -Apply the numbered tileset
# -Each number is equivalent to a height (tileset infinite, infinite height)
# -For the nonpassable tiles, put an inaccessible height.
#==============================================================================
# o ISO_LVL2_Config
#==============================================================================
module ISO_LVL2_Config
# Passable height from one tile to another
DIFF_N = 2
# Passable height from one tile to another: stairs, height change
DIFF_L = 2
# Falling speed
FALLING_SPEED = 0.5
end
#==============================================================================
# o Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# o Attributes
#--------------------------------------------------------------------------
attr_accessor :map
#is iso map?
def iso?
if $data_map_infos[@map_id].name.include?("ISO")
return true
else
return false
end
end
end
#==============================================================================
# o Game_Character
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# o Attributes
#--------------------------------------------------------------------------
attr_accessor :x
attr_accessor :y
attr_accessor :h
attr_accessor :th
#--------------------------------------------------------------------------
# o Initialize
#--------------------------------------------------------------------------
alias sieg_iso_initialize initialize
def initialize
@h = 0
@th = 0
sieg_iso_initialize
end
#--------------------------------------------------------------------------
# o Screen_th : height of the ground
#--------------------------------------------------------------------------
def screen_th
tile_id = $game_map.map.data[self.x,self.y,0]
t_x = (tile_id - 384) % 8
t_y = (tile_id - 384) / 8
th = t_x + t_y * 8
return th
end
#--------------------------------------------------------------------------
# o Screen_h : height of the character
#--------------------------------------------------------------------------
def screen_h
return @h
end
#--------------------------------------------------------------------------
# Update character/event rise/fall according to position on map.
#--------------------------------------------------------------------------
alias iso_gm_update update
def update
if $game_map.iso?
if screen_h < screen_th
@h = screen_th
elsif screen_h > screen_th
if (screen_h - screen_th) > 1.5
@h -= [ISO_LVL2_Config::FALLING_SPEED * 3, 1].min
else
@h -= ISO_LVL2_Config::FALLING_SPEED
end
end
end
iso_gm_update
end
#--------------------------------------------------------------------------
# o Screen_x
#--------------------------------------------------------------------------
alias iso_screen_x screen_x
def screen_x
return iso_screen_x if !$game_map.iso?
return (@real_x - @real_y)/4 + 32 * $game_map.height - 0 - $game_map.display_x / 4
end
#--------------------------------------------------------------------------
# o Screen_y
#--------------------------------------------------------------------------
alias iso_screen_y screen_y
def screen_y
return iso_screen_y if !$game_map.iso?
y = (@real_y + @real_x) / 8 + 24 - $game_map.display_y / 4 - (self.screen_h) * 8
if @jump_count >= @jump_peak
n = @jump_count - @jump_peak
else
n = @jump_peak - @jump_count
end
return y - (@jump_peak * @jump_peak - n * n) / 2
end
#--------------------------------------------------------------------------
# o Screen_z
#--------------------------------------------------------------------------
alias iso_screen_z screen_z
def screen_z(height = 0)
return iso_screen_z if !$game_map.iso?
if @always_on_top
return 999
end
z = screen_y
if @tile_id > 0
return z + $game_map_iso.priorities[@tile_id] * 32
else
return z + ((height > 32) ? 31 : 0)
end
end
end
#==============================================================================
# o Passabilities and interactions with events
#==============================================================================
#==============================================================================
# o Game_Character
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# o Passable?
#--------------------------------------------------------------------------
alias sieg_gc_passable? passable?
def passable?(x, y, d)
if !$game_map.iso?
return sieg_gc_passable?(x, y, d)
end
@diff_n = ISO_LVL2_Config::DIFF_N
@diff_l = ISO_LVL2_Config::DIFF_L
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : d == 1 ? -1 : d == 3 ? 1 : d == 7 ? -1 : d == 9 ? 1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : d == 1 ? 1 : d == 3 ? 1 : d == 7 ? -1 : d == 9 ? -1 : 0)
tile_id = $game_map.map.data[x, y, 0]
t_x= (tile_id - 384)%8
t_y= (tile_id - 384)/8
h = t_x + t_y * 8
if tile_tag == 1
@diff = @diff_l
else
@diff = @diff_n
end
unless $game_map.valid?(new_x, new_y) and (new_h - h) <= @diff and (new_h - h) >= -@diff
return false
end
if @through
return true
end
unless $game_map.passable?(x, y, d, self) and (new_h - h) <= @diff and (new_h - h) >= -@diff
return false
end
unless $game_map.passable?(new_x, new_y, 10 - d) and (new_h - h) <= @diff and (new_h - h) >= -@diff
return false
end
for event in $game_map.events.values
if event.x == new_x and event.y == new_y and (new_h - h) <= @diff and (new_h - h) >= -@diff
unless event.through and (new_h - h) <= @diff_n
if self != $game_player
return false
end
if event.character_name != ""
return false
end
end
end
end
if $game_player.x == new_x and $game_player.y == new_y and (new_h - h) <= @diff and (new_h - h) >= -@diff
unless $game_player.through
if @character_name != ""
return false
end
end
end
return true
end
end
#==============================================================================
# o Game_Event
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# o Start
#--------------------------------------------------------------------------
alias iso_evnt_start start
def start
if !$game_map.iso?
iso_evnt_start
return
end
@diff_n = 1
# Dialogue
tile_id = $game_map.map.data[$game_player.x,$game_player.y,0]
t_x = (tile_id - 384) % 8
t_y = (tile_id - 384) / 8
h = t_x + t_y * 8
Heya. Sorry but I'm going to have to lock the thread. GubiD isn't too active around here and I'm not sure if he could support the script.
If GubiD or anyone who can support this script wants the thread unlocked, just send a report by clicking the report button and we'll consider it.
CroixZero, if you still want to find support for this script, feel free to make a new thread in our support forums. :)