The z-space problem of displaying sprites
#3
Now, while someone else will probably give you a much better answer regarding this issue, I only have this reference from a XP script that I co-authored with DerVVulfman, called ELSA, or Event Layering Script Advance, which allowed tags to determine at what layer an Event would show. 


ELSA (Event Layering Script Advanced

Now, in that script, each of the references used screen.z with exact layers. I don't know if that's what you want, also perhaps you can remove the self.z and put in a flat integer like 1. which SHOULD put it in the same sprite priority as the character. 2 would be a layer up and so on and so forth. 

I'd also look at DerVVUlfman's Paperdolls script that also emulates a visual equipment style setup. It was part of the Lycan ABS and while you may not want EVERYTHING in there, it might have just the right syntax you need for your own visual equipment script.

DerVVulfman's Lycan ABS (With Paperdoll)

I'm sorry I couldn't be more help, but I AM the only one on here at 6AM so, there's that... lol

but, just brainstorming, you might find out what the game_character z is set at, and then just make your head sprite be "thatnumber"+1 - from a layman's perspective.

Code:
@character.screen_z(@ch) + 1

+2 for the next layer, +3, and so on and so forth...
[Image: yy7iKKb.png]

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Messages In This Thread
RE: The z-space problem of displaying sprites - by JayRay - 02-18-2023, 01:02 PM

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