Okay, I've edited the the absorb state push part. It still doesn't work but now, this shows up.
I already got an updated version of this plugin. .
<Before Eval>
// Check if the absorption hasn't begun yet.
if (!this._absorbedAllStates) {
// Enable the absorption flag.
this._absorbedAllStates = true;
// Initialize the amount to be healed.
this._absorbHeal = 0;
// This is how much healing each absorbed state will do.
var heal = user.mdf;
// Create a list of all the states that can be absorbed.
var absorbedStates = [];
// Put all the states that will get absorbed here.
absorbedStates.push(4, 5, 6, 11);
// Get the group of alive allies
var group = user.friendsUnit().aliveMembers();
// Loop through each member in the group
for (var i = 0; i < group.length; ++i) {
// Get the currently looped member
var member = group[i];
// Check if the member exists and isn't the user
if (member && member !== user) {
// Loop through each of the absorbable states
for (var j = 0; j < absorbedStates.length; ++j) {
// Get the currently looped state's ID
var id = absorbedStates[j]
// Check if the state exists and if the member is affected by it
if ($dataStates[id] && member.isStateAffected(id)) {
// Get the turns on the state
var turns = member.stateTurns(id);
// Remove the state from the member
member.removeState(id);
// Add the state to the user
user.addState(id);
// Set the turns of it to the user
user.setStateTurns(id, turns);
// Increase the amount healed
this._absorbHeal += heal;
}
}
}
}
}user.friendsUnit().aliveMembers();
member.isStateAffected(id);
member.stateTurns(id);
member.removeState(id);
user.addState(id);
user.setStateTurns(id, turns);user.mdfuser.mdf<Before Eval>
// Check if the absorption hasn't begun yet.
if (!this._absorbedAllStates) {
// Enable the absorption flag.
this._absorbedAllStates = true;
// Initialize the amount to be healed.
this._absorbHeal = 0;
// This is how much healing each absorbed state will do.
var heal = user.mdf;
// Create a list of all the states that can be absorbed.
var absorbedStates = [];
// Put all the states that will get absorbed here.
absorbedStates.push(4, 5, 6, 11);
absorbedStates.push(4, 5, 6, 11);
// Get the group of alive allies
var group = user.friendsUnit().aliveMembers();
// Loop through each member in the group
for (var i = 0; i < group.length; ++i) {
// Get the currently looped member
var member = group[i];
// Check if the member exists and isn't the user
if (member && member !== user) {
// Loop through each of the absorbable states
for (var j = 0; j < absorbedStates.length; ++j) {
// Get the currently looped state's ID
var id = absorbedStates[j]
// Check if the state exists and if the member is affected by it
if ($dataStates[id] && member.isStateAffected(id)) {
// Get the turns on the state
var turns = member.stateTurns(id);
// Remove the state from the member
member.removeState(id);
// Add the state to the user
user.addState(id);
// Set the turns of it to the user
user.setStateTurns(id, turns);
// Increase the amount healed
this._absorbHeal += heal;
}
}
}
}
}
</Before Eval>