RMMV Absorb state removed by corresponding element

Ak0i

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Hello! Got a question regarding a state I'm making for a skill.

Basically I'm making a skill which for here is "Fire Absorb" which I have set up with the Element Rate 160% and using Yanflys absorb plugin; which works great! No issues with the plugin (which is why I put this question here rather then with the plugin help).
My issue is I want this states removal condition to be if the corresponding element hits the actor; rather then by turns.
So if Fire Absorb skill is used, the state turns on the actor and it only goes away if the enemy uses a Fire skill/attack. If it uses a physical or any other element; the state stays on indefinitely.

I had a couple ideas which all of them so far haven't been what I'm looking for;
- When character takes damage = 0, which works however that would be if any hits land not just fire abilities.
- When character gets healed, but again if the player heals using any other means it would turn off the state

Any help would be greatly appreciated!
 

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Shaz

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If I understand what you're saying, you can put the state on the actor when they use the skill. Then on all enemy skills that you want to remove the state, add a common event to check if the target has that state, remove it.
 

Ak0i

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Hm, I understand what you mean by adding a common event to check if the actor has the absorb state so I went ahead and gave it a try but not sure what I'm doing wrong here; (hopefully something I'm just glossing over!)

Here's some pictures as well. With the enemies fire attacks I went ahead and added a new state "Fire" which does nothing except to work with the common event, or so how I thought.
In my common event I have "If actor is affected by Pyro Absorb" - "if actor is affected by Fire" then turn off the absorb state.

What am I missing here? Still definitely new to common events and just now dealing with database skills and such.
Is the extra state given to the enemy fire skills needed? Or is there an easier way?
 

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KrimsonKatt

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This is extremely late, and probably necroposting, but I think your problem lies in the common event. When you are checking for if an enemy has a state, you can choose between 1 to 8 different options. These are the "target IDs," and each ID is related to a certain enemy in the troop or party member, numbed based on the order you added them in or in the order the actor are currently set up in the party. Sadly, you can not target all targets at once with a common event like the one you used, so instead you need to make 10 separate conditional branches, first checking if there even is a target assigned to said ID, then checking if the state is currently applied on it, and then finally removing the state. Your common event didn't work because it was only tied to one target, most likely ID1, (IDK I didn't see the full pictures. I'm pretty much legally blind) which would only be the first member in your party. If the target was anyone else but the party leader, the common event will not work. Hope this helped!
 

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