I think a lot of people are misunderstanding your request (which is to be expected because the original post was not particularly clear).
What are you are looking for is a script where a skill "absorb" can be used on an enemy, and depending what enemy it's used on, the player receives an item (arbitrarily called a "card") that they can then use during battle. Correct?
This is pretty easy to do technically, but of course it will require a reasonable of work if you want to have hundreds of different cards. All you need to do, in the basic sense, is have a variable track the target of your absorb skill, then use a Common Event to give the player an appropriate item. Since you haven't specified otherwise, I'll assume that the absorb skill should do no damage to the enemy, but should always grant you an item. Set up your skill as such:
"Absorb" Skill
Damage Type: None
Scope: One Enemy
Effects:
* Add State "Target of Absorb" 100% chance
* Call Common Event: Absorb Processsing
Then create a Common Event as such:
"Absorb Processing" Common Event
Trigger: None
Use the "Script" event command and enter the following:
for enemy in $game_troop.membersif enemy.state?(23)$game_variables[55] = enemy_idenemy.remove_state(23)endend
Note that you should replace 23 with whatever State ID your "Target of Absorb" state has in the database, and replace 55 with whatever variable you'd like to use to track the ID of the absorb target.
Then use more "Script" commands in that same comment event to read variable 55 and give the player an appropriate item:
case $game_variables[55]when 1 $game_party.gain_item($data_items[17], 1)when 2 $game_party.gain_item($data_items[19], 1)when 3, 4, 5 $game_party.gain_item($data_items[28], 1)when 6 $game_party.gain_item($data_items[4], 1)end
Code:
case $game_variables[55]when 7, 8, 14 $game_party.gain_item($data_items[27], 1)when 9 $game_party.gain_item($data_items[32], 1)when 10 $game_party.gain_item($data_items[6], 1)when 11, 12, 13, 15 $game_party.gain_item($data_items[99], 1)end
And so on, where the numbers after "when" are the IDs of the monsters, and the numbers after "data_items[" are the IDs of the items you want to give when the Absorb skill is used on that monster.
I haven't tried this myself, but I'm completely sure it will work unless I made some sort of syntax or scope error. Let me know if it doesn't.
What I've described to you is the most beginner-friendly, non-Ruby-intensive way to do it without adding hundreds of conditional branches. There are cleaner, slightly quicker ways to add this and allow more features, but they'll require considerably more difficult scripting, which it doesn't sound like you're comfortable with.