Not exactly, but we do such things the following way:
-have your "random ally" skill affect all your allies, and have it run a common event
In the CE:
-a random value from 1 to [highest number of party member, depending on how many members you have], let's say you have 3 playable chars so it's random1-3
-asign via conditional branches 1 number to a char
-for each member branch make a new Conditional Branch regarding if the character is actually in the team, and a second if the character in question has the first status (defeated/dead), if char is not in team or has that status, it labeljumps back to before the random process and runs again until it finds a character that's in fact in the team
-that character is then applied the effect you want
Possible issues:
-the game may or may not be clever enough to recognise that people beyond the battle team limit (i.e. more than 4 chars in your party) are in fact not in the battle
--this could be solved by modifying the battle base script to apply a particular status to a given party combatant (and remove it after a given battle too), which would also replace the "Are you even in the party?" check