It actually worked without making the last three events a subset of the first one, but I did it anyway because that could cause trouble later. Thank you very much!
I'm not quite familiar with arrays yet, but I will make a note of what you wrote and try to put it to use later. Thanks for that too!
One additional problem came up during the attack animation playback mess, but I hate to keep asking questions. In that large code example earlier, it shows the enemy will move towards the player's bounding box by checking X, moving, and playing the walking animation. The only thing is that in this case, the animation does not get interrupted when the enemy overlaps the player's bounding box, and enemy pauses to finish its four frame walking animation before the enemystate is set to "attack". I tried putting Stop animations, Trigger Onces, etc, but whenever they do work, they also stop the random attacks from beginning. Do I need to make another variable in order to cut off animation immediately?
Again, thanks a lot for your time. I hope that this discussion and your advice will help other users too.