The Adv 'Result' slot is what happens when it succeeds and defaultly the chance of success is the percent in the first Cus tab. The script should go in the Adv 'Result' slot if it's what happens when the player succeeds (checking the enemy, stealing the item). It should work fine then.
If you want your own Acc/Eva-Success formula, you'd want to put it in the Adv 'Success Check' slot and make the percent in the first Cus tab be 100% (that's how I made mine).
With the steal ability I did this:
I'd already had my Acc/Eva-Success formula (used for magical and physical attacks already), and put it in the Adv 'Success Check' slot and made the percent in the first Cus tab be 100%. This so that technically the player always 'hits' the target, but after the player 'hits' the target I determine whether they really 'hit' the target or not (that may be hard to follow, sorry, the first two 'hits' are RPGM2's default battle system and the third 'hit' is me altering it).
I then made a script/event that did my steal stuff and put it in the Adv 'Result' slot. This is basically where you always put what happens when the direct effect succeeds for everything (steal - steal script, magic attack - damage script, magic heal - heal script, status effect - apply status effect, etc.).
The script in the Adv 'Result' basically does everything, so the script here should figure out a total offensive power (custom variable) and a total defensive power (custom variable), and make a 'Total Damage' (default variable), and subtract that 'Total Damage' from the target's 'Hit Points' (default variable).
Basically, the script should follow this pattern:
*Load Offensive Power (starts on Instigator, member/enemy performing the move)
Battle: Make Active Character
*Load Defensive Power (now on Target after that command)
(to get back to the Instigator use Battle: Make Active Character again, not Battle: Change Back Active Character)
Data: variable 'Total Damage' = total offensive power - total defensive power
(if 'Damage Total' is a negative number overwrite it to 0 or 1)
Data: Flag: 'Stat Type': On (to load with class and equipment factored for members)
Substitute Target Attribute for Variable (load target's current HP)
Data: variable 'Hit Points' = 'Hit Points' - 'Damage Total'
Substitute Variable for Target Attribute (save target's new current HP)
Data: Flag: 'Stat Type': Off
*The Offensive Power part is where the caster's stats and the direct effect's rate get factored in
*The Defensive Power part is where the target's stats and weapon/magic resistances get factored in
Basic examples of each of these where the stats are a factor in calculating damage are here:
Offensive 1_ (offense power = str (or int) + rate)
Data: Load Direct Effect Info (load Dir: Rate)
Data: Flag: 'Stat Type': On (to load with class and equipment factored for members)
Substitute Target Attribute for Variable (load Instigator's stats)
**Data: variable: total offensive power = 'Strength' (or 'Intelligence') + 'Dir: Rate'
Data: Flag: 'Stat Type': Off
Offensive 2_ (offense power = str (or int) * rate / 100)
Data: Load Direct Effect Info (load Dir: Rate)
Data: Flag: 'Stat Type': On (to load with class and equipment factored for members)
Substitute Target Attribute for Variable (load Instigator's stats)
**Data: variable: total offensive power = 'Strength' (or 'Intelligence') * 'Dir: Rate'
**Data: variable: total offensive power = total offensive power / 100
Data: Flag: 'Stat Type': Off
Defensive 1_ (defense power = def (or int))
Data: Load Direct Effect Info (load Dir: Rate)
Data: Flag: 'Stat Type': On (to load with class and equipment factored for members)
Substitute Target Attribute for Variable (load Instigator's stats)
**Data: variable: total defensive power = 'Defense' (or 'Intelligence') + 0
Data: Flag: 'Stat Type': Off
Defensive 2_ (defense power = def (or int) / 2)
Data: Load Direct Effect Info (load Dir: Rate)
Data: Flag: 'Stat Type': On (to load with class and equipment factored for members)
Substitute Target Attribute for Variable (load Instigator's stats)
**Data: variable: total defensive power = 'Defense' (or 'Intelligence') / 2
Data: Flag: 'Stat Type': Off
**The rest of the script besides these lines should always be the same, these parts that are double-starred are the customizable parts
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If you follow this exactly you should have no problems. Good luck!