How do I make a "Steal" ability?

Tehprince

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Most RPGs have at least one character that can steal items from enemies. Is there a way to make a steal ability in XP without the use of a script?

I had the idea of creating a common event that lists all of the enemy IDs and constitutes the drop table, but I don't know how to make it work as an in-battle ability.
 

IAmJakeSauvage

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Most RPGs have at least one character that can steal items from enemies. Is there a way to make a steal ability in XP without the use of a script?

I had the idea of creating a common event that lists all of the enemy IDs and constitutes the drop table, but I don't know how to make it work as an in-battle ability.
@Driftwood Gaming made a tutorial I found with a quick google search. Here:
 

Tehprince

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I'm sorry, perhaps I should have made it a bit clearer in the initial post. I already have something similar to that system set up as a common event, albeit slightly less complex. What I'm trying to achieve is to have a steal skill that applies to individual enemies. I.e, stealing is based on an individual enemy, rather than the steal being tied troop a battle is using.

For example:
Enter battle, 1 slime appears and 1 skeleton appears. Thief uses steal on the slime and the slime's drop table is checked to see what item to give. Thief uses steal on the skeleton and the skeleton's drop table (entirely separate from the slime's) is checked to see what item to give.

I know how to make the actual skill, and how to make it so that it can fail or succeed due to RNG, but I don't know how to have the game recognize multiple drop tables in the same battle.
 

IAmJakeSauvage

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I'm sorry, perhaps I should have made it a bit clearer in the initial post. I already have something similar to that system set up as a common event, albeit slightly less complex. What I'm trying to achieve is to have a steal skill that applies to individual enemies. I.e, stealing is based on an individual enemy, rather than the steal being tied troop a battle is using.

For example:
Enter battle, 1 slime appears and 1 skeleton appears. Thief uses steal on the slime and the slime's drop table is checked to see what item to give. Thief uses steal on the skeleton and the skeleton's drop table (entirely separate from the slime's) is checked to see what item to give.

I know how to make the actual skill, and how to make it so that it can fail or succeed due to RNG, but I don't know how to have the game recognize multiple drop tables in the same battle.
I don't know if there's a way to do that with events easily as from what I understand - conditional branches look at if the enemy exists (and not specific instances of different enemies existing), and looks at if a skill is learned (not if it's used on an enemy). I think for what you're looking for you'll have to use script calls or scripts.
 

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