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For example, the hero starts with 10 Hp.
The enemy hit me and i reach 9 Hp. All good! The event where the hero shows pain, works!
Now, the enemy miss and i'm still at 9 Hp... the hero shows pain! XD
If we could solve this, it would be great!
Have an event at the start of battle that turns all your HP switches on.
Now, say you want something to happen when your chara hits 75% health. Have the next event have the conditions "Chara is at 75%" health and "75% health event switch is on". As part of this event, turn the 75% switch off. Now the event only meets one of the conditions, so it will not keep repeating.
If you want the event to repeat if the character is healed then dips below 75% again, you will need an event that runs only if the character is over 75% health. All this event will do is turn the 75% switch back on. This will keep turning the switch on every round, but it shouldn't be noticeable to your player if that's all it's doing.
Now say you want another event to happen when the chara hits 50%. Again, as part of this event it should turn the 50% switch off. It should also deactivate the 75% switch, as there could be issues with multiple events happening if your chara takes a heavy hit that takes him from 100% to 50%.
Another solution may be to store your chara's HP in a variable, which the event checks using a conditional branch each round. Set up a branch to check if the chara's HP is the desired amount, then use a second branch to check if the switch is on. If both conditions are OK, then your event will happen. Make sure your conditional branch has an else condition that causes nothing to happen.
I haven't tested all this, but your player should be unaware of all these checks going on in the background.
But thank you for your time!