Unfortunately, that method doesn't allow the player to talk to the event.
EDIT: Try this.
Have two event pages for the event. On the first page, set the Trigger to "Event Touch." Then turn on a switch (ex. 0001: Event).
On the 2nd page, check the Conditions box "Switch [0001: Event] is On". Set it to "Through" and put the Trigger on "Action Button." Then have whatever you want the event to say.
Now make another event that's a Parallel Processing. Set the Conditions box, "Switch [0001: Event] is On." Put something like this:
@>Control Variables: [0001:Player X] = Player's Map X
@>Control Variables: [0002:Player Y] = Player's Map Y
@>Control Variables: [0003:Event X] = [Event]'s Map X
@>Control Variables: [0004:Event Y] = [Event]'s Map Y
@>Control Variables: [0001:Player X] -= [0003:Event X]
@>Control Variables: [0002:Player Y] -= [0004:Event Y]
@>Conditional Branch: [0001:Player X] >= 2
@>Control Switches: [0001: Event] = OFF
: End Processing
@>Conditional Branch: [0001:Player X] <= -2
@>Control Switches: [0001: Event] = OFF
: End Processing
@>Conditional Branch: [0002:Player Y] >= 2
@>Control Switches: [0001: Event] = OFF
: End Processing
@>Conditional Branch: [0002:Player Y] <= -2
@>Control Switches: [0001: Event] = OFF
: End Processing
That long code of gibberish basically checks the locations of the player and the event. If the player is more than 2 tiles away from the event, then the event goes back to Page1 and starts moving again.
This method should work fine if you want to go through the event
and be able to talk to it. The only problem is, the event stops moving if you're close to it (so it doesn't accidentally go into a house or tree or an unpassable tile). Also, you'll have to repeat this with every single event.
You can try this if you want, but the easiest way would be to just get a script.
Hope that helped.
Regimos