I know what damage floors are, but in my game I have these thorny thickets that you're not supposed to be able to walk ON. I was wondering if it was possible to make it so that a wall hurt you if you walked into it.
If you have too many of these thorny thicket walls for touch events to be a reasonable solution you could create a parallel process event that keeps track of your player's coordinates and damages the player that way. In case you want to try it, here is how you would go about doing it.
Create a common event and set the trigger to Parallel Process. Make a condition switch for it and turn it on at the beginning of the game so the event will start processing.
Then make 3 variables and call them something like [Player:X], [Player:Y], and [Player

irection]. Then mirror these variables to the
Game Data using the control variables command in your common event. Like this:
Control Variables: [Player:X] = Player's Map X
Control Variables: [Player:Y] = Player's Map Y
Control Variables: Player

irection] = Player's Direction
This will keep track where the player is and what direction they are facing at all times while they are on your map. You can then use this data to write conditional branches into your common event that trigger event commands over a wide area. For example:
Let's say you have a 6 tile wide Thorny Thicket Wall on the southern edge of your map that you want to damage the player if they walk into it. Go to your map and get the X,Y coordinates for each tile in front of your wall. For the sake of this example let's say the coordinates are 17,20 - 18,20 - 19,20 - 20,20 - 21,20 - 22,20. Once you have this information you can create a series of conditional branches like this:
Conditional Branch: Player is Facing Down
Conditional Branch: Variable [Player:X] >= 17
Conditional Branch: Variable [Player:X] <= 22
Conditional Branch: Variable [Player:Y] == 20
Change HP: Entire Party, - 1
Flash Screen: 255, 255, 255, 255, @60
Play SE: 'Absorb1', 80, 100
Set Move Route: Player(Wait)
$> Move Up
$> Turn Down
Branch End
Branch End
Branch End
Branch End
This would cause the party to lose 1 HP and the player to move backward as if he got knocked back by damage every time they walk toward your Thorny Thickets.