W31WGamer":2ve06m45 said:
Hey, no problem. Let me know if you need screenshots of a demo or something-- I think I've got some kicking around somewhere.
Yes, I could use a picture of the parrel process and variable thing, I don't get how it would help.
Okay, I'm first assuming that you've got a handle on how to set terrain tags. It's pretty simple, fortunately. (Well, as long as you're using XP. For some reason, Enterbrain decided to remove Terrain Tags from VX, perhaps out of a desire to force more people to learn Ruby.)
Once you have a terrain tag set, you'll need an event like this.
It could be a common event, but I'm keeping it simpler here by just making it an event that you'd need one copy of per map that has, say, lava. (I'm also going with a very, very simple version of the hot lava-- animation, does damage, that's it.)
As you can see, it's pretty straightforward. The Wait after damage is inflicted is to give players a chance to get off the lava before the whole party is incinerated-- otherwise, it'd inflict damage about 20 times per second, which is a little rough on players with lowly human reflexes.
The second wait is an anti-lag feature. It's not perfect, but it seems to help, at least on my machine.
Was that clear? Do you need more detail on how to set Terrain Tags?