— - Thank you for the clarification on the two. Movement-wise, I thought I had the two well understood, but now that I'm adding an "attack" condition, they both seemed to behave the same.
But a new problem for me arises. I want my character to attack and complete it animation sequence SIMPLY when the button is PRESSED - regardless if it's held down or released (or not). The obstacle I face is that the animation STOPS once I release the button. I've switched out both ON KEY DOWN with ON KEY PRESSED...same results. I've almost got a work-around figured out but am having trouble setting up the logic. The one idea I have is to check if the animation is still in any of its current frames by way of a variable, adding 1 to the value each tick. Once the value reaches more than the actual number of frames in the animation, THEN it goes back to normal until I give it new instructions. ...but, the problem I see is that if I set it to a dual-condition event, at least one condition - the button press/down - won't be true.