25games It's essentially the same problem in both examples:
In the first example the issue is with event 3; you don't actually have any enemies picked, so if *any* enemy's distance is less than the min distance then *all* the enemies will stop. You can either use a "for each enemy" condition or swap the condition around to check if enemy.minDistance > distance(Enemies.X,Enemies.Y,Player.X,PlayerY) to ensure each is checked individually.
In the second example the problem is with the Else conditions in event 7 and 8: event 6 will check all Characters for "attacking"; If *any* Character is not attacking then *all* Characters whose velocity > 10 will be set to run, but the "Else" in 8 means that if *any* Character's velocity is less than 10 then *all* Characters will be set to idle.
The trick here is to use inverse conditions: swap the Else in event 7 for "Character is NOT attacking". Make the velocity check and event 8 sub-events of event 7 and swap that second else for character velocity <= 10.
As a general rule, avoid using Else for checking against objects, especially where multiple instances are concerned.