You'll then have to make the damage formula deal the target's full health and put the healing into a post-damage notetag that has
user.gainHp(user._allyHp + user.allyMat * 14).
EDIT: Looking deep this amazing forum, I found some keys and I've finally got it through a strange way". I managed to select the ally, then do the dmg to the whole enemy party based on the target's maxHp. I will drop it here if someone's interested in having the mechanic, even when I'can't make not to target the user yet (even with the VS notetag).
Code:
<Cannot Target User>
<JS Skill Enable>
const group = user.friendsUnit();
const allies = group.aliveMembers();
enabled = allies.length > 1;
</JS Skill Enable>
<Custom Cost Text>
Un colega \i[159]
</Custom Cost Text>
<JS Pre-Start Action>
$gameVariables.setValue(35, target.hp);
</JS Pre-Start Action>
<JS Post-Damage>
for (var foe of user.opponentsUnit().aliveMembers()){
var dmg = $gameVariables.value(35) * 10;
foe.gainHp(-Math.ceil(dmg));
if (foe.isDead())
foe.performCollapse();
}
</JS Post-Damage>Of course, if some of the coders around have any suggestions or modifications for better results, I'm all eyes and ears for you.
Thanks for your time anyways.