You need to study game templates included in Construct (Kiwi Story and others).
Trying many combinations of events in hope that some of them will work is a very wrong approach. You need to understand what you are doing if you want to create a working code.
From what you described, you are using a "state machine" model. I understand why many beginners do this, at first it looks simple and logical, but as your project grows bigger, it becomes a minefield. You end up with dozens/hundreds of events checking and modifying all kinds of variables on every tick, lots of "trigger once" and "waits" in different placed. It's a delicate mess and any small change can potentially ruin everything.
There is nothing wrong with having a few state variables, but building an entire game like this - I am strongly against it. In my games most of the events are triggers and functions. For example:
On timer "Attack" -> Play "Attack" animation
On "Attack" animation end
-> Call function "DealDamageToEnemy"
-> Restart "Attack" timer
etc.
You can clearly see the sequence of events here, it's much easier to develop and debug this way.