Ok, don't really like asking for a script but I've been pawing over this as an event for a little while now and can't get it to work correctly. Primarily what I need is for a way to set up two actors to have a sort of "empathetic link" whenever it comes to states being applied. So say Actor 1 gets poisoned, I need a way to instantly cause Actor 3 to become poisoned as well, so that the two of them are always affected by identical statuses, both positive and negative.
I got pretty creative with eventing this but ultimately came up with one problem namely in regards to states that last for a random number of turns or when curing states using items. See, I can't set it up to where when the state is added to one it's added to the other and when removed from one it's removed from both without running into pointless circles that either apply the state as it is removed or removes it as soon as it is added. This is why I think I'll need a script, so that it can track which actor was initially inflicted with the state and remove it based on that one alone and not the one that was empathetic.
The concept for this is that two actors are a sorcerer and familier, who being connected means that their mp and status effects are linked to each other. So when the familier gets affected by the bleeding state that state will also be applied to the sorcerer, but rather than the bleeding states usual function of lasting between 2-5 turns it will then stay applied to the sorcerer until it is removed from the familier (who is the one that was initially inflicted with the state) and vice versa. Almost all states in the game are going to be linked between the two but a simple array of states that are to function normally would also be greatly appreciated so that certain states like "death" don't get applied as their hp is not linked and that would kind of suck.
I'd appreciate any kind of help but if you throw a semi-simple eventing solution at me that works it'll make me feel bad, then again the last few days have been stressful so it is possible I am missing something simple here.