So what
exactly are you trying to do?
I'm guessing you are trying to make stepping on the one event first close the gate behind you and then scroll the map up to show that monster?
First, for future reference I would recommend using a "Quick Event Creation: Door" to make the gate, then open that event in the editor and looking at the "Set Move Route". See how it has the event "turning"? Each of those directions corresponds to one position of the gate(the different gate heights you had it selecting in those four pages). Now to raise the gate you would reverse those.
A fully lowered gate is "Turn Up" and a fully raised gate is "Turn Down" so to raise the gate from all the way down would be "Turn Right" > "Wait: 3 Frames" > "Turn Left" > "Wait: 3 Frames" > "Turn Down". Now that you have this info erase the event commands(Contents
:) in it and set the "Options" in the bottom left to "Through" so you can walk through it at first and change the gate graphic to fully open. Make sure to remember the event ID(the "Name" in the top left corner).
Now on to actually setting it to close the gate when you step on that other tile. Create a new event to act as the trigger(you already have this done), "Priority" set to "Below Characters" and "Trigger" to "Player Touch". Make the "Scroll Map" like you did before, then add a new "Event Command" after it but still in the same event: "Set Move Route" and change the event it is effecting(top left corner) to the gate's event ID, check the "Options" checkbox marked "Wait for Completion" and add the directions: "Turn Right" > "Wait: 3 Frames" > "Turn Left" > "Wait: 3 Frames" > "Turn Down" > "Through Off". Now it will close the gate when you step on it.
Now you want it to scroll the map up to show the monster, right? Just leave it on the same event page and, leaving out the "Set Event Location" you used before, "Scroll Map" back up the correct number of tiles. Use the "Wait" command to however many seconds you want the player to view the monster(60 frames is 1 second) and have it scroll back down to the player. Now end it with a "Control Self Switch: A =On" and you are done with that "Event Page". Now make a second blank event page with the "Conditions" set to "Self Switch A is On"(this will effectively deactivate the event so it doesn't get triggered each time you go through) and hit okay.
@>Scroll Map: Down, 5, 4@>Set Move Route: [Gate ID] (Wait): : $>Turn Right: : $>Wait: 3 frame(s): : $>Turn Left: : $>Wait: 3 frame(s): : $>Turn Down: : $>Through OFF@>Scroll Map: Up, 10, 4@>Wait: 60frame(s)@>Scroll Map: Down, 5, 4@>Control Self Switch: A =ON@>Now I'm assuming you want the gate to lower when the monster is defeated? Go into the monster's event commands, now in the "Battle Processing" Win conditions(if you set it to "Can Escape" and/or "Continue even when Loser") or below "Battle Processing"(if you didn't) and (if you want the player to see the gate lower place the "Scroll Map" command here to bring it back into view then) use the "Set Move Route:" > "Event ID"(set to the gate's again) > check the "Options" checkbox marked "Wait for Completion" and add the directions: "Turn Left" > "Wait: 3 Frames" > "Turn Right" > "Wait: 3 Frames" > "Turn Up" > "Through On" to reopen the gate. If you brought the gate back into view you would now want it to scroll the map back up to the character. Now make a second blank event page with the "Conditions" set to "Self Switch A is On"(this will effectively deactivate the event so it vanishes from the map until a new game is started) and hit okay.
Code:@>Battle Processing: Scorpion*3: If Win @>Scroll Map: Down, 10, 4 @>Set Move Route: [Gate ID] (Wait) : : $>Turn Right : : $>Wait: 3 frame(s) : : $>Turn Left : : $>Wait: 3 frame(s) : : $>Turn Up : : $>Through ON @>Scroll Map: Up, 10, 4 @>Control Self Switch: A =ON @>: If Escape @>: If Lose @>: Branch End@>