If the OP wants his/her actor to be able to use the same skill as the other actors shouldn't something like this in the damage formula work?
Code:
r = your_damage_formula_goes_here; (a == $game_actors[id]) ? r*b.element_rate(n) : r
In this case n is the element rate for slimes which should be 0 if the actor should deal no damage at all, but it can be something different if the damage should be altered in another way.
Of course this must be included in EVERY shared skill and is VERY tedious but it allows the OP to achieve what he wants without having to look for a script.
@cbmarcilio be aware of the fact that since in VX Ace (unlike in MV) your damage formula box only allows a very limited ammount of characters. That said if you need a lot of conditions and/or you want to use that condition in a skill which already has a very long damage formula you won't be able to do it and you need a script. A fast way to overcome this is to use something like this:
Code:
module CSM # Custom Skill Multiplier
def self.slime_mult(formula, a, b)
if (character == $game_actors[id]) #change id with the id of the actor which should not be able to damage slimes
formula * b.element_rate(n) #change n with the element rate you are going to use for slimes (slimes should have element_rate(n) = 0)
else
formula
end
end
end
Copy/paste it in your project then set your skill formulae to be like this:
Code:
r = your_skill_formula_goes_here; CSM.slime_mult(r, a, b)
This is no way less tedious than te previous method but it allows you to use it for skills with long damage formulae. If you want to spare few characters in your damage formula box you can even do something like this:
Code:
CSM.slime_mult((your_formula_goes_here), a, b)
While the 1st method will work for sure I am not sure I made no mistake in this code. It should work but you have to test it out.
If what you need is more complicated than this and/or you don't want to spend too much time setting up your skills then you shuld follow Andar's advice and ask for a script. I hope this helps
EDIT:
@cbmarcilio the code below can be edited to let it work in other situations as well. Of course you have to give us detailed informations if you want something different. That code is supposed to work for your example but not for everything.