Is there a way to make an enemy immune to the battle menu Attack option?

GlitchyTSP

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upload_2019-7-17_12-17-42.png (Or in this case, fight.)

I wanted to make an enemy that can only be damaged by magic attacks (I.E. The option below Fight), physical attacks won't work.
However, I'm unsure of how to make the enemy immune to the Fight option, I originally thought if I made the enemy immune to
physical attacks it would work, but it seems the fight option may have it's own 'elemental' type.

if what I'm typing isn't making any sense then I apologise, I'll try to RE-phrase my sentence, so that it can be more understandable.
 

bgillisp

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Fight uses your current weapon, which will use whatever element is assigned to that weapon. You'll have to make the enemy immune to all elements which can be assigned to your weapons.

Usually I do this by giving each weapon type their own element (so Bow for Bow weapons, etc), then make the monster immune to all damage of that type with element rate 0%.
 

GlitchyTSP

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Fight uses your current weapon, which will use whatever element is assigned to that weapon. You'll have to make the enemy immune to all elements which can be assigned to your weapons.

Usually I do this by giving each weapon type their own element (so Bow for Bow weapons, etc.), then make the monster immune to all damage of that type with element rate 0%.

Ah thanks.

As a side question, Is there a way to add a message when an attack fails?

Like, say for instance you try to use a physical attack and the enemy mocks you saying something like: "physical attacks won't work."
 
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Wavelength

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Ah thanks.

As a side question, Is there a way to add a message when an attack fails?

Like, say for instance you try to use a physical attack and the enemy mocks you saying something like: "physical attacks won't work."

I believe this would require you to do some coding inside the methods that check for action success. It might be worth making a request in the RGSS Script Requests subforum.
 

Andar

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To clear something up that might get lost otherwise:

The "Fight" option always uses skill #1, the same way that "Guard" will always use skill #2.
The behaviour that bgillisp described up there is the default behavior of skill#1. But if you change that skill, then you change how the button behaves. And that can be anything you chose.
There have been cases where someone who didn't know this replaced their skills, assigned skill #1 to a healing skill and then wondered why their enemies no longer attacked (the enemies use the same skill for basic attack) and their own tries to attack trigggered a healing.
 

GlitchyTSP

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I believe this would require you to do some coding inside the methods that check for action success. It might be worth making a request in the RGSS Script Requests subforum.

Will be sure to ask, thanks.

To clear something up that might get lost otherwise:

The "Fight" option always uses skill #1, the same way that "Guard" will always use skill #2.
The behaviour that bgillisp described up there is the default behavior of skill#1. But if you change that skill, then you change how the button behaves. And that can be anything you chose.
There have been cases where someone who didn't know this replaced their skills, assigned skill #1 to a healing skill and then wondered why their enemies no longer attacked (the enemies use the same skill for basic attack) and their own tries to attack trigggered a healing.

Yeah, There's a NOTES section that tells you that, but had it not have been for that or this I would have been clueless.

Thanks.
 
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Kes

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[dpost]GlitchyTSP[/dpost]
I have merged your posts for you this time.

If you want to quote more than one post use the Multiquote button otherwise the forum software automatically creates a new post. Alternatively you can use @ plus the username which alerts the Member to rhe fact that you have replied to them like this @GlitchyTSP.
 

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