CONDITION: using SYSTEM >>> BOSS_dashing = 1
ACTION: BOSS super dash attack badaboom badabang
CONDITION: on end of animation of big BOSS badaboom
ACTION #1: set BOSS_moving = 1
ACTION #2: set BOSS_dashing = 0
And that's all there is to it
personally id prefer to put it as :
CONDITION: on end of animation of big BOSS badaboom
ACTION #1: set BOSS_dashing = 0
ACTION #2: set BOSS_moving = 1
, its not much of a difference, but can create animation bugs if 2 are on at once. something to think about also, is whether damage is done pre animation, during animation, or post animation. by doing post animation you could implement a block feature, where is if dashing = 1, and on collision, -sub event - x pressed damage = 0, x not pressed damage =20. sorry, thats nowhere near as nice as the prior badabooms, but i tried.