41: "P" Switch (Blue)

=Description= This switch is similar to the ? Switch, but it has the additional abilitiy of causing all Blue Coins (tileset based and sprite based) to appear, turning empty Brick Blocks into Coins, and turning Coins into empty Brick Blocks. This additional functionality only occurs when using the Timed Event mode, but a Target Event is not required to make use of this functionality. Do not use this switch around Dancing Controlled Brick Blocks, as the collision data for the transformed coins remains as if it were a block.

=Settings= <sprite id="41" name="&quot;P&quot; Switch (Blue)" notes="This switch is similar to the ? Switch, but it has the additional abilitiy of causing all Blue Coins (tileset based and sprite based) to appear, turning empty Brick Blocks into Coins, and turning Coins into empty Brick Blocks. This additional functionality only occurs when using the Timed Event mode, but a Target Event is not required to make use of this functionality. &lt;br&gt; &lt;br&gt;Do not use this switch around Dancing Controlled Brick Blocks, as the collision data for the transformed coins remains as if it were a block.">            <dualbox advancedcomment="If the Target Event is deactivated/activated by another method, Multi-Use switches will flatten or pop-up on their own. &lt;br&gt; &lt;br&gt;The pop up effect can be used to launch the player much higher than they could normally jump." bit="40" comment="This will determine if the switch will pop back up when the Timed effect expires." comment2="Single Use: The switch will vanish entirely after pressed. &lt;br&gt; &lt;br&gt;Multi-Use: The switch will enter a flat state. When the Timed effect expires, the switch will pop back up following the Delay setting." requiredbit="28" requiredval="0" title1="Single Use" title2="Multi-Use" />  Instantly Short Delay Long Delay Very Long Delay   

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