Nope. Looping it causes the battle to freeze since it is looping the conditional branch to keep checking.
Changing the (battle) and (turn) does nothing.
This is exactly what I am trying to do.
Example.
2 enemies are hiding behind 2 rocks in battle.
I have them start with barrier cast on them to simulate the extra defense from being behind the rocks. As each rock is destroyed it's shelter is removed, so I have the conditional branch something like this:
Conditional branch: If knockout is inflicted on rock 2 then change enemy state (Mushroom) - barrier.
Like I said, the event itself works, I just can't get it to re-run the event every turn to check if the rock is destroyed.