Okay, here's a step by step tutorial.
1. Make an event for the innkeeper.
1a. In this event, make your character sleep, restore hp, and turn "cutscene1" switch on.
2. Make two events for your two fighters.  Make sure you do two separate events, and each has their own pages. (copying the first event will work. Just make sure you change the graphic, and leave the first page's graphic blank
2a. On the first page, do nothing. Leave it completely blank. Do not use a graphic. Do not set a condition. And do not collect 200 dollars.
2b. On the second page, (on the left side) set the condition to "cutscene1" so this page will only appear when "cutscene1" is on. So AFTER the inn. Set this to Parallel, so it will happen as soon as you enter the map
2c. Make a THIRD page. On this page, set the condition "cutscene finish" switch. (You'll need to make another switch for this, probably.) In this page, you'll make the events do whatever happens AFTER the cutscene. So... if you want them to disappear, then you leave the pages blank. COMPLETELY BLANK. If you want one of the events to approach and attack you, then do this here. If they approach and attack you, set the trigger to parallel. If the events are randomly walking around and you want to be able to talk to them, then set their triggers to action button. They'll still move randomly, but won't automatically just start talking.
3. Set up another event below the bridge that will trigger the cutscene.
3a. The first page in this event will be blanke. 100% blank. No conditions.
3b. The second page, set the condition to "cuscene1"Â
3c. Also on the second page, set the trigger to player touch. then for your commands, either call the common event that runs the cutscene, or flip the switch "cutscene2" After you flip this switch, turn the "cutscene1" switch OFF.
OPTIONAL 3d. IF YOU USED A COMMON EVENT: Do nothing. Do not make a third page on the event near the bridge.
IF YOU MADE YOUR CUTSCENE WITH THE EVENT ON THE BRIDGE: Make a third page. This page will run the event once you've stepped on the tile and flipped the "cutscene2" switch.Â
3e. On this third page, use parallel process triggers, and set the condition to "cutscene2" After the cutscene is concluded (before the approaching enemy happens) turn the "cutscene2" switch off. Turn the "cutscene finish" switch on.
3f. Make a fourth page. On this page, set the condition to "cutscene done" Set the trigger to action button and that way, nothing will happen when you walk over it, or press the action button on the event. It will just be blank.Â
OPTIONAL 4. If you used a common event to run the cutscene, you need to make sure that this common event uses a parallel process and is triggered by "cutscene2" If not, the cutscene won't work.
this will activate the approaching fighter event, and deactivate the regular cutscene events.
Okay, that SHOULD be rather simple to follow. It's more confusing when you're not actually doing it, and just typing it out... but hopefully you'll understand. You have to use multiple switches if you want separate things to happen.Â
You want the fighters invisible (takes no switches)
You want the fighters visible (takes 1 switch)
You want the fighters to fight (takes another switch)
You want the fighters to stop fighting and fight you (takes another switch.)
 Don't forget to turn switches off, or the events won't happen like you want. And also, make sure your event pages are in the correct order (sometimes you'll ned to copy and paste them around) or the events won't run like they're supposed to.