Without spot directing:
With spot directing:
@CHARACTER walks to spot S X Y in T and CHARACTER faces DIRECTION AND CHARACTER does it while animation
*replace S X Y with numerical values
*replace animation with an actual animation that exists
*T is the time, in number of seconds
*replace DIRECTION with either right or left depending on which way you want them to walk.
Example:
@YOU walks to spot 1.218 118 0 in 5 and YOU faces right AND YOU does it while walk_neutral