This tutorial is for making certain panel or terrain in the map to cause damage or do something else to the party when they step on it. I'm using RPG Maker
XP for this tutorial, so I believe that you can't do this for the VX.
This tutorial is short and easy to understand (I hope). Before you start doing the tutorial, be sure that you have reserve one variable and set it to store the terrain tag that the player is stepping on.
Now,start by creating a parallel process event on the one particular map that you want the party to receive damage. Then, create a conditional branch similar
to the diagram below:
http://i163.photobucket.com/albums/t295/pcheah/Terrain1.jpg
In the diagram:
1- Set a conditional branch for the arrow keys. This is to check whether the player has been moving on the map.
2- Set another conditional branch for terrain check. This is to check whether the player had moved onto the terrain where the party will receive damage. Note that you must first set the terrain tag in the database with the same number as the one in the conditional branch. The number can be anything (except 0).
3- Additional setting to show if the player had already receive damage upon steping onto the terrain. Preferably a 'Screen Flash' event.
4- Control how many damage that you want the party to receive, or something else like changing the status of the entire party.
5- Have the event wait for a certain frame before start damaging the party again. This applies to the player when they are walking in default speed (4:Fast).
The faster you set their movement speed, the smaller amount of wait frame it should be. The reason this was set is to make sure that the player receive damage right exactly when they step on it, otherwise they will either receive additional or less damage when walking on the particular terrain.
6- Set a handling condition branch for the arrow key (Step Number 1) and set the same thing for the "Else" condition, just that the only difference is that the button press is "Left" now. Just remember to set the same conditional branch for all directions.
That the event handling for number 7 only apply when you have a dash system installed into your game script (or a dash event). This is a tricky one as you can't use the same wait frame for both dash and walk mode. Only apply the steps below if you have a dash script in your game:
Remove the wait frame (Step number 5) and replace it with a conditional branch.
Set the conditional branch to check whether the dash button has been pressed instead of the "Wait" command.
Now in the conditional branch, set 7a with the amount of wait frame under dash mode and amount of wait frame for walk mode in 7b. Insert the number of wait frames according to the movement speed you had set. Refer to the table below:
Speed 1- 32 frames
Speed 2- 16 frames
Speed 3- 8 frames
Speed 4- 4 frames
Speed 5- 2 frames
Speed 6- 1 frame
After fixing the string of commands for each directions, test play to see if it worked. Of course, you will need to setup the dangerous terrain like lava for volcano dungeons or swamp for marshland.
Thats all. Sorry that my english isn't very good, but I do hope that you understand the tutorial.
I will come up with a demo for this tutorial soon if someone wants it.