NetOne - Oh man, bugs always bugging ya. Such is the life of a programmer. Heh.
Sorry for any confusion... I'll try to explain again with more clarity. Bear with me...
As you see, there are multiple instances of the GhostHunter(Body) objects. (GhostHunter is the visual object that the player will see and GhostHunterBody is intended to be the object that does all the moving about and contains (most of) the behaviors, variables, and other stuff.)
Taking into account that the "camera" angle (based on how things are drawn and now the actual camera/ScrollTo behavior), the visuals are that of top-down + slightly behind. Much like how Zelda: A Link To The Past was drawn on the SNES. With that visual angle, objects that are higher up on the Y-axis are technically "behind" or "farther away" (from the player's visual reference) than that of objects lower on the Y-axis. Assuming they're all on the same layer (they should be), objects that are "farther away" need to be drawn on the bottom of the layer or at least below objects that are "closer" to the player.
So when one GhostHunter instance moves down on the Y-axis (closer to the player) they need to be redrawn on the top of the layer when "passing through" other instances of the same GhostHunter object. The current problem most of the time is that it looks as if certain instances on the top of the layer are literally on top of the other instances even though they should be behind them because they're higher up on the Y-axis.
Further, the problem I'm having with the Z-order action line is that I don't know what the assumed sorting process is. Does it sort ascending or descending? I looked into the manual and couldn't find a clear answer. Is there a way to affect the sorting order? I'm guessing that the variable it's calling upon is used to calculate how it should sort or what it should sort, but again, I'm not finding a clear answer.
Thanks for your time to help me work this out, too!