You can't use conditionals like that, you need to use switches for that, those conditionals are checking, all at the same time, if Noon is on, if Dawn is on and if Noon is on again. Noon is already on, so the 3rd noon, is not necessary at all.
You'd need to make some kind of a timer if you want to have it check at certain times. Uhh. I'm trying to think a way best to describe it... Uh, I'll just tell you how to set it up instead then. Lol. And then I'll try and explain what's happening.
Ok, so... you get caught stealing. You're locked out and you want NPC's to go through to the market area, but not the player. In your screenshot of the guards, I'll call the guard on the far left of the market area only 'Guard1', and the guard on the far right of the market area only 'Guard2'.
It appears you only have 1 NPC, and I'll tell you how to use her, but if you have more I'll explain that if you want, though it'd be the same as the one, just repeated with more variables. Also it looks like you have a day/night system, so I'll tell you how to incorporate that too.
Vocab:
Girl NPC Event Name ~ Girl1
Left NPC Guard ~ Guard1
Right NPC Guard ~ Guard2
Player ~ uhh...Player
Ok.
You should, preferably, make 2 Common Events for this.
Just for this example, we'll name them: Shunned1Left and ShunnedRight
Make these Common Events both Parallel Processes and make a new switch that turns these Common Events on, and also for the sake of this example, we'll name that Switch: Shun Switch On
NOTE: Turn this switch ON only when you are shunned and OFF when you're done using this, as this can contribute a small part to lag if you have a lot of things running in your game and it's always good to get rid of things you're not using to reduce lag.
In the common events, begin by creating all the variables you'll need. [Note that the ID I use to label these variables are arbitrary and you can use whatever ID variables you want]
Variable[1]==Girl1Xposition
Variable[2]==Girl1Yposition
(You don't actually need the MapID variable for this here.)
Now for the sake of this example again, we'll make up positions for the guards. Guard1 is at [5,5] and Guard2 is at [15,5].
After you defined those variables, create the conditionals like this: (note that this is for if she walks into the market from the left side.)
Condition::IF:Variable[1]==4
>Condition::IF:Variable[2]==5
>>Condition::IF:Girl1 Face Right
>>Movement Command: Guard1(Wait)
>>>>>>>>Move Right
>>>>>>>>Move Up
>>>>>>>>Face Down
>>Movement Command: Girl1(Wait)
>>>>>>>>Move Right
>>>>>>>>Move Right
>>>>>>>>Move Right
>>Movement Command: Guard1(Wait)
>>>>>>>>Move Down
>>>>>>>>Move Left
>>ELSE
>ELSE
ELSE
The Common Event for the girl walking in from the right side is like this:
(Define your variables again, though you don't need to as long as the other common event is still running)
Condition::IF:Variable[1]==16
>Condition::IF:Variable[2]==5
>>Condition::IF:Girl1 Face Left
>>Movement Command: Guard1(Wait)
>>>>>>>>Move Left
>>>>>>>>Move Up
>>>>>>>>Face Down
>>Movement Command: Girl1(Wait)
>>>>>>>>Move Left
>>>>>>>>Move Left
>>>>>>>>Move Left
>>Movement Command: Guard1(Wait)
>>>>>>>>Move Down
>>>>>>>>Move Right
>>ELSE
>ELSE
ELSE
Now, these cover the girl getting into the market. However, I would suggest, that when she enters the market, that your player is near the events so that you can see this happening, otherwise if you cannot see it and then the conditions become fulfilled, the game will pause until all of the events' movements are completed.
To get the girl OUT of the market is the same way as getting in. Make a common event for each side, you could name them: ShunnedOutLeft and right.
Just change the conditionals in the variables to equal one space to the right of guard1 or one space to the left of guard2 before the movements occur.
Now here is something else completely. You want to have the player not be able to enter the market for a game day of time. This is separate from the commands of the girl NPC going in and out. For this you will have to, on your own, figure out how long an actual day is in game. Let's say your Day/Night timer is set for 2 minutes real time per day game time.
NOTE:
60 frames = 1 second
600 frames = 10 seconds.
So we'll set up a timer. Make a new Common Event, name it: Timer
Set it to a Parallel Process and make a new switch and name that: Timer
In the common event make this:
Variable[3] ==0
Label: Start
Wait: 600frames
Variable[3] += 1
Conditional::IF:Variable[3]==12
>Switch[ID:Shun Switch On] = OFF
>Switch[ID:Timer] = OFF
>>Movement Command: Guard1 (NO WAITING)
>>>>>>>>Move Right
>>>>>>>>Move Up
>>>>>>>>Face Down
>>Movement Command: Guard2 (NO WAITING)
>>>>>>>>Move Left
>>>>>>>>Move Up
>>>>>>>>Face Down
ELSE:
>Jump to Label: Start
Ok, what this does is loop the wait command until variable 3 = 12.
When the timer turns ON, this common event will refresh Variable[3] and it will equal zero. Then it'll wait 600 frames (10 seconds) and then add 1 to Variable[3]. Variable[3] now = 1. Then the event will check if V[3] = 12. It will not equal 12, so it goes to the Else commands, and that event command, 'Jump to Label', will automatically jump to where you labeled it, which is 'Label: Start'. (This prevents it from refreshing Variable[3] back to 0. Now again, since V[3] only equals 1 at this point, it will wait 600 frames again (10 seconds) and then add 1 to it where V[3] will now equal 2. This will AGAIN not meet the condition and jump back up to the label and repeat itself UNTIL V[3] is equal to 12. (2 minutes, or 120 seconds). Now that V[3]=12, it will turn off the Shun Switch that makes the player not be able to enter the market and also turns off the timer switch so that this event stops running, then it moves the guards out of the path so that the player can enter the market once again.
That's what is going on in there. Now, if your Day/Night system is longer or shorter than 2 minutes, you can edit what the conditional of V[3] is equal to. If your Day/Night system is 3 minutes per day, then the Condition would be set like IF:V[3] == 18. It's safer to go by increments of 5 or 10 seconds when using frames. 5 seconds = 300 frames, 10 seconds = 600 frames. So if your timer is something wild like 1minute 25 seconds, then change the "Wait" command in the event to 300 frames and then for every 1 of V[3] will equal 5 seconds instead of 10. So, if, for example, your Wait command here was at 300 frames, then 1 minute and 25 seconds would make V[3] have to equal 17. 17x5 = 85 seconds, 85 seconds = 1 minute 25 seconds. You get the idea I hope.
Now to the point. Just make sure you turn on the switches that control the common events. The advantage to using common events, is that it removes an extra page from any of the events on the map and you can use it anywhere. Also, it frees up a page so that you can have like one guard talking to you (and that's IT as far as event commands go on that page) while he's still doing the functions of the common event. It's cleaner.
Now, this is a hell of a lot of information I wrote here, if anyone see's any mistakes let us know. Also Jepherz if you have any questions on what stuff is doing, let me know.