Essentially I'm trying to move the Cylus character in my game from outside his house to a spot and them put him back there afterwards.
well first off, is the other character youre trying to move a dependent event? it looks like you set them up to follow you? because theyre moving with you the same way you move.
second, you have it on set move route and then "through ON", so all you did was make it so the event can move through objects. you didn't actually set the event to move in any kind of direction.
using the command set event location will just teleport the event from one spot to another. if youre trying to get them to walk to that spot then youll need to set the move route correctly. meaning youll have to count how many steps it takes to move the npc to that spot and then apply them in the move route. for example if the place you want them to be is 5 tiles to the right and then 5 tiles up it would be something like
set move route [cylus]
move right
move right
move right
move right
move right
move up
move up
move up
move up
move up
wait for move completion
that's essentially how youd move any npc.
lastly, it looks like you have some switches and variables being used. if this is the case then that it correct.
you would use the switches or variables to move your Cylus character to one spot and then keep them there. although that part is a little more tricky. I dont think you can do this with one event. I may be wrong, but when I do that kind of thing I usually use 2.
so the first event will be what I mentioned above. have the cylus event move to the place you want it, then at the end of the even use
set self switch A=ON
then create a second event page for your cylus character where on the left it has a check for self switch A being on, but has no graphic, this way your original even will disappear.
lastly youll make a new event that will become where the cylus character is supposed to be after the original one moves. which will simply be your characters event and then a check for the variable you turned on. youll also have a blank event page before the check, just to make sure the npc isn't there any other time. I say its easier to check for a variable within an event because you set your other switch to OFF and events under the conditions tab only check for events that are ON, so normally its easier to check for a switch being on in my opinion, but in this case you can just use the variable. Im having it check that your variable for Sleep is 1 or above, but this number will vary if you've already added to this variable beforehand, so youll have to set the variable to the right number in your game.
you can refer to the attachments I inserted for each of the steps I mentioned. theyre in order as well