That not how you would pull that off.
- The first thing to understand is that there are 3 ways to create a hover event: using an event tag placed a comment within an event which allows you to switch pages to disable it, using an event tag in the note section of an event which overrides page switching, & by script call.
- Second, <hoverStart> is used for triggering events on hover only while <leaveStart> handles triggering events after you stop hovering. They're event triggers not status markers. Also, they should not be used together in note sections or the same event pages. They can be used on separate event pages & executed through the use of comments & self switches.
- Third, any event with an "Action Button" trigger and no Mighty Mouse custom trigger tag is by default a hover & left-click event. My plugin can make them trigger with right-click alternatively, but they already allowing triggering by click while hovered since the left mouse button qualifies as an "Action Button" by default. Those events don't need a hover or leave trigger tag.
You do seem to want to go a bit beyond that so my plugin should actually help you. To be honest, your description of what you're trying to have happen is a bit confusing. If I understand correctly, you want something to glow when the event is hovered over, but I don't know whether you're wanting the mouse icon to glow (you'd have to change the hover state icon), or if you want a tile to glow (you can do this by assigning a translucent square image to the dropzone sprite though that would take a script call to pull off), or if you want the event's sprite to glow (this as simple as using default eventing to change the event's sprite/image on an event page to a glowing version. Either way, to make something happen with an event on hover then make something else able to happen to the same event you need to be using event pages. This require basic RPG Maker eventing and/or scripting knowledge.
If I was trying to do what I think you're describing, I'd create an event with two event pages. On the first page, there'd be no self-switch & I'd add <hoverStart> to a comment on that page. That'll make it automatically execute anything else on that page. At that point, you can do whatever visual change you want to pull off as I described above. Directly after those page lines ,I'd make it activate a self-switch such as A, then go to the second tab and assign self-switch A to it's condition. That will make it prioritize that page. Make that page a normal "Action Button" page so that when you click the event it'll execute anything on that page.
If you want the event to happen repeatedly then you'd need to disable the self switch after leaving the event. To do that, at the end of whatever code you put on that page for you task, I'd make it activate another self switch such as B. At that point, I'd create a third event page and set it's condition to self-switch B, then have it turn self switch A off. Next, I'd add a comment with <leaveStart> in it. After that, I'd have the event turn self-switch B off (that won't happen until the mouse stops hovering the event). Now when you hover the event again everything should be back in it's default state like you never hovered it.
The reason you need the third page is because simply disabling self-switch A on the second page would make the first page active again, & since you'd still be hovering the event you'd end up back on the second page again immediately until you click again in a loop.
TL;DR:
Your problem can only be solved by having a better understanding of RPG Maker eventing and/or scripting. My plugin simply expands existing options so you can pull off new combinations like I described above. It still requires you to think creatively & make proper use of existing RPG Maker features.