I have 2 main comments. If thats ok.
One.
IF you use the same object for showing of the animation AND for reading out its platform expressions, THEN i can not make any conclusion without seeing the animation frames. If the animation frames differ in size, if the origins are not on the same relative place, if the collision boxes are not the same, then the platforms expressions are not reliable. It will trigger as 'falling' when standing on the floor, by instance. It will be constantly be in a state of 'landing', even when in the floor, and the platforms 'push out of solids routine' will work overtime. (eating performance like a troll)
Two.
The logic of you events.
If you look at any tutorial ( https://www.google.be/search?q=scirra+t ... animations ) regarding animations and platformers, they all use 'mirror'. You seem to have a animation for 'left' and 'right' which makes things to complicated. Just use 'mirror'.
That use of 'wait' i can not recommencement at all.
Lets run trough your event tick by tick. Starting at the moment 'R' is pressed. And assuming that it is not jumping. 'P1direction does not matter.
Tick 1 ('R' is pressed)
KondarAttack = 1
That makes event 91 true.
So it plays the animation from start.
Wait 0.1 seconds is at a 60 FPS like 6 ticks.
So, KondarAttack gets set to zero in about 6 ticks.
Tick 2
KondarAttack = still 1
That makes event 91 true.
So it plays the animation AGAIN from start. (start = frame zero)
The wait has 5 ticks to go.
Tick 3
KondarAttack = still 1
That makes event 91 true.
So it plays the animation AGAIN from start. (start = frame zero)
The wait has 4 ticks to go.
Tick 4
KondarAttack = still 1
That makes event 91 true.
So it plays the animation AGAIN from start. (start = frame zero)
The wait has 3 ticks to go.
Tick 5
KondarAttack = still 1
That makes event 91 true.
So it plays the animation AGAIN from start. (start = frame zero)
The wait has 2 ticks to go.
Tick 6
KondarAttack = still 1
That makes event 91 true.
So it plays the animation AGAIN from start. (start = frame zero)
The wait has 1 ticks to go.
Tick 7
KondarAttack = still 1
That makes event 91 true.
So it plays the animation AGAIN from start. (start = frame zero)
The wait has 0 ticks to go.
Tick 7
Finaly KondarAttack = 0
That makes event 91 untrue.
So there is no animation started
It might work if you lose the "wait' and if you lose the 'start animation from beginning'. But you can not expand this logic anymore. So pwetty plz, look at the tutorials that handle platform and animations. (i linked you a lot of them)
Have also this in mind. A new animation gets played when 1/ the new animation is not all ready playing or 2/ the current playing is the same as then new animation, but is at its last frame. So never loop animations if you plan to change them.
My little 2 pennys.