I am placing this topic here at the suggestion of Shaz.
I am making a Steal skill using eventing but came to a point where I needed to make script calls in the event. At a point in the event after it checks for success on stealing, I am trying to make a script call to a common event based upon the enemy you are targeting. I will try to include screenshots.
As you may notice on the Troops page, I set in the battle event a number of variables and call the Set Enemy Loot common event. The monster x loot variables are used to determine which common event will be called when i make my script call to common event. In the set enemy loot event (incomplete) I initialize up to 5 variables with a "steal rate" which is used to determine success rate of stealing for a monster (called by index in the steal common event), and initialize the monster index value to 0 (for first enemy); everything past the initialized variables is an incomplete thought and shouldn't be taken into account for now.
In the Steal Common Event (which is called by the steal skill), it starts by rolling a chance to steal. The game variable call is to set the selected monster's steal rate (initialized in the set enemy loot table event) to a variable for Steal Rate (a variable we will then work with). I then run a nested conditional to check first, if steal was successful, and if so, I set the enemy index to a variable and recycle the steal attempt variable to see what item will be stolen based upon a loot table (common event). My inner conditional checks to see which enemy is being targeted; the variable being set to another variable is the monster loot table variable, which is being set to one of those variables you saw on the troops page (which will then set the stored number, in this case 7 or 8). Based upon that number in the variable, I want to call a common event that is actually a nested conditional of each possible item that target has to steal (i.e. a loot table); In this case I have two "loot tables" (common events 7 and 8). After a successful steal it will reset the monster index to 0 for the next time you attempt a steal (it won't iterate through the indexes on a fail, so no reset is necessary), and cut the steal rate in half (i.e. you have half the chance next time), and stores the new steal rate into that target's monster x steal rate (hence the multiple initialized steal rates).
What I want to know is the proper script calls for this event. I believe I have them correct, from checking the script editor files, but I am not very well-versed in the scripting side of things.
