On two places.
1/ the time when starting the timer
2/ in the lerp (event 18) ----> lerp(Player.startX,Player.destX,Player.Timer.CurrentTime("go") * 5)
The lerp factor (that Player.Timer.CurrentTime("go")) must count from zero to 1.
Whit the timer counting to 0.2 (in my example) you must multiply the counter with 5. Thats is why 5 is there.
If you start the timer with a time 0.5 it has to be Player.Timer.CurrentTime("go") * 2
If you start the timer with a time 2.0 it has to be Player.Timer.CurrentTime("go") / 2
So in general it is 1 / the timer time.
How less time you give it, how faster it runs. This is already FPS in-depended. NO dt needed.
You see ?
Another thing. This 'set position' in event 20 is very very important. Else (because positions are like 3.333333) the little math errors will stack up, and you will run in the walls. That is also why it is difficult to make a bullet work. A bullet depends on sin and cos, hence numbers like 1.4584984949494949, and the grid is an exact multiply of 32.