Z value question

Hamsterjelly24

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So, in my game I want to set my object's priority as 'Same as Characters' (so I can speak to it from all four directions) but since I'm using objects that I have enlarged in size when my character sprite overlaps with the object the object sprite ends up above the character sprite.

Since I want my object sprite to end up below the character sprite, with the priority set as 'Same as Characters', I want to be able to adjust the z values of my objects.
I want to know if it is possible to adjust the z value via script instead of the solution being to put a invisible 'Same as Characters' event on the same spot.
 

Bex

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I dont know but maybe Khas Pixelmovement can help you , its free for free and comercial games.
It can make Events collision Box smaler or larger. The script contains a demo of khas.
http://arcthunder.blogspot.de/p/scripts.html
 

Hamsterjelly24

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Sorry, I should've put an image here to make it more clear.

As you can see in the picture the object is supposed to be this hole, which makes it super weird when the character is above the hole itself but has the hole sprite covering her feet. (The hole part is impassable since its priority is set to 'Same as Characters')

So since I don't want my character sprite to be covered up I want to know if it is possible to manually adjust the z values of objects via scripts.
Sorry for not being as clear as before.
 
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Bex

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I dont see your Picture.
I cant think of another Workaround. You mentioned in your first post to place a seccond Event ontop of it.
Thats a very good and easy Idea.

Since with every maprestart events get there old positions you need a third event.
Put it on paralell process, let it change the eventposition of that event, than use the eventcommand erase event.
Thatway the paralell event is gone until the map gets reloaded.
 

Hamsterjelly24

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Oops, I messed up the image, fixed it now

I just wanted to know if there were ways I could change the z value just as an plan B of sorts and as something I could use in the future.
Thank you for your answer!
 

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