I am sorry, how would you make a state on the fly? I know I could obtain this effect through common events and creating multiple states, but I figured this would create an excessive number of common events and states (if I ever wanted to extend it to other states), so I was wondering if there was a simpler way.
Just guessing, but I believe you can create a new state directly at run time, and edit it's properties.
All states are State objects, and the properties are Feature objects, which are numbered according to what specific bonus they give.
The number ID, the amount, the target battler, the effect and the duration, they're all gather-able from various functions, so it's all a matter of tapping into the correct functions.
You could create a new object State as it comes, and then add a new Feature to it, based on the resistance you're monitoring.
Again, just theorizing because I've never done it myself, but it should be possible, because that's what happens as the game runs normally.
And you only need one common event, not multiple.
Provided you structure it correctly, you only need to pass a variable to it that would say how much you want a resistance modified (and which resistance out of the lot, if you want), and the event will do the calculations by itself.
This, I have done, so I know it can be done.
With this procedure, you could make it so that it doesn't need states at all: you could tap directly into the battler's properties and edit them accordingly (which is the most invasive method, but it's closer to what you wanted from the beginning without editing the source code directly)