A certain item not working like what it should do

Mega Man Volnutt

Mega Man Volnutt
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Basically, this item gives you an overworld sprite, then for 260 frames will deactivate via a common event.  Basically, I worked out a cooldown. It does do what I want to do, however I can not move at all. I probably understand why because I used a wait command.

Is there an alternative path for an on map "Special image to normal image" cooldown effect while still being able to move?
 
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Zanazaru

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What kind of event are you using?
 

Andar

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however I can not move at all. I probably understand why because I used a wait command.
If you cannot move, then most probably you activated an autorun somewhere, or some other block - wait does not automatically block, it depends on how you made the structure..

Can you give us a screenshot of the common event - we should be able to find the problem then and tell you what to change then.
 

Mega Man Volnutt

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If you cannot move, then most probably you activated an autorun somewhere, or some other block - wait does not automatically block, it depends on how you made the structure..

Can you give us a screenshot of the common event - we should be able to find the problem then and tell you what to change then.
The map has absolutely no Autorun thing anywhere.

 
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Andar

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There are several mistakes in that common event, including that the switch is basically useless in this form (It's activated and deactivated within one frame, 1/60 of a second).

You'll need a conditional branch for a status check and most probably you'll need to use two common events, one of them a parallel process for the wait that is activated from the main event.

Can you give us a more detailed description of what the resulting effect (beyond the cooldown) should be? Because it depends on the main effect how to best implement the waiting process.
 

Mega Man Volnutt

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The trigger is activated when the item is consumed. Once on the map, that specific player gets their sprite changed for a few seconds then turns back to normal after a while. The switch is there for other events to check if they should be activated or not since they rely on that item to get across.
 
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Mega Man Volnutt

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...Bump... I used a control timer and moved the switch which was an honest mistake on me when I was constantly editing that event. Parallel didn't work for me.
 
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Zanazaru

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Wait the common Event is called when the item is consumed so it won't let you do anything you need to use a parallel process for that of course that needs a switch to be turned off after the event
 

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