Disable "Enemy Emerged" for only single enemy

Alarkus

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Hello.
I realize there are many scripts that disable the "Enemy Emerged" text, but I only want to do it for a single enemy.
I have an encounter where a piece of the scenery (which is technically an enemy) can be targeted, but it looks silly when it says that it approaches.
 

ZirconStorms

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BattleManager - in def self.battle_start

if $game_troop.troop.id == 1 ##change ID of enemy troop
##nothing happens.
else
$game_message.add(sprintf(Vocab::Emerge, name))
end
 
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Alarkus

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BattleManager - in def self.battle_start

if $game_troop.troop.id == 1 ##change ID of enemy troop
##nothing happens.
else
$game_message.add(sprintf(Vocab::Emerge, name))
end
This seems to just make it also say "BattleManager emerged"
Also, wouldn't this just work for the whole troop? I'm trying to make it only for an individual enemy.
 
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ZirconStorms

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This seems to just make it also say "BattleManager emerged"
Also, wouldn't this just work for the whole troop? I'm trying to make it only for an individual enemy.
I'm trying to find an alternative right now. Is this a one-time only type of battle with set enemies or can this occur randomly/include other randomized enemies?
You could turn on a switch and make a fake "_ emerged" $game_message.add command that's paired with a conditional branch.
 

Alarkus

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I'm trying to find an alternative right now. Is this a one-time only type of battle with set enemies or can this occur randomly/include other randomized enemies?
You could turn on a switch and make a fake "_ emerged" $game_message.add command that's paired with a conditional branch.
It's a one-time encounter.
To put it into more context, there's a mini-boss type enemy who cannot be harmed, but you can target and attack the cliff he's standing on and destroy it to defeat him.
 

ZirconStorms

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It's a one-time encounter.
To put it into more context, there's a mini-boss type enemy who cannot be harmed, but you can target and attack the cliff he's standing on and destroy it to defeat him.
Turn on a switch before battle processing, and off after battle is done.
Code:
if $game_switches[1] == true #can be changed to any switch
      $game_message.add("custom text here")
      $game_message.add("more custom text here")
      $game_message.add("more custom text here")
      $game_message.add("more custom text here")
    else
    $game_troop.enemy_names.each do |name|
      $game_message.add(sprintf(Vocab::Emerge, name))
    end
I wanted to do something with $data_enemies[member.enemy_id] (or member.enemy_id alone?) to exclude an enemy name from ever showing up in that text call, but it was giving me a hard time.
 

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Alarkus

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Turn on a switch before battle processing, and off after battle is done.
Code:
if $game_switches[1] == true #can be changed to any switch
      $game_message.add("custom text here")
      $game_message.add("more custom text here")
      $game_message.add("more custom text here")
      $game_message.add("more custom text here")
    else
    $game_troop.enemy_names.each do |name|
      $game_message.add(sprintf(Vocab::Emerge, name))
    end
I wanted to do something with $data_enemies[member.enemy_id] (or member.enemy_id alone?) to exclude an enemy name from ever showing up in that text call, but it was giving me a hard time.
Maybe I'm doing something wrong or putting it in the wrong place?
It displays the custom text but still says the regular "emerged" text.
Nevermind, I managed to get it working correctly with an additional end. Thank you so much!
 
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