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Another work around is to set the Input to
A ON PRESS for trigger type instead of PRESSED
Changing most of the trigger types to ON PRESS from PRESSED helps.
unlink "Jump" and "Attack" Actions
On the "Jump" Action, check the "Enable Custom Jump" (don't know if this is optional)
Copy the "Attack" Action and paste it near your "Jump" Action and rename it to "Jump Attack"
Link "Jump" to "Jump Attack" Click the Link and check "The Following Has Been Input" and set to X on Press.
Copy the "Jump" Action and paste it near the "Jump Attack" Action and rename it to "Jump Wait" and uncheck the boxes "Perform Jump" & "Enable Custom Jump"
Create a Link from the "Jump Attack" Action to the "Jump Wait" action and under "Condition to Change Actions" check the "If Motion Animation Plays to the End" option.
Now Create a new link from the "Jump Wait" action to the "Wait" action and in this link set in "Other Condition Settings" a "Contact with Tile's Wall Detection" and select the arrow pointing down for the floor.
Create another Link from the "Jump Wait" action to "Walk" and set in "Other Condition Settings" "Contact With Slope" and under both options check "Do Not Set".
Viola :)
Hope this helps x
There's a much easier, more logical answer:
1. Click on the link from "Waiting" to "Jump".
2. Under "Other Condition Settings" add "Contact with Tile's Wall Detection" and click the down arrow by the player's feet to highlight it, then click "OK".
3. Change "Condition to Change Actions" to "Change if All Conditions Are Met".
4. Repeat steps 2 and 3 for any other links leading to "Jump".
Now the game checks to make sure you're touching ground before allowing you to jump.
There is an easier way via using child objects, make a gun/weapon and in the action list of the main character make a start action and put generate the gun as a child object in that action and then make the start action change to idle/walking with the condition set change unconditionally.
The Kero Blaster example/template uses this method and it makes it very easy to set up, I think it comes with PGMMV so you can load it up and learn how child objects work.