So I just thought of something interesting in theory. I'll be testing this for use in my game, hopefully it'll help you all out too. I'm sorry if this is considered a necro, but I found this could be helpful, as I as well as potentially many others were looking for this and I didn't find a great resolution here...
This sounds like it could be made much easier that this by using another script, from our pal Yanfly.
http://yanflychannel.wordpress.com/rmvxa/battle-scripts/death-common-event/
This allows you to run a "death event". It runs a common event upon a character, enemy, or class's death, easily with a simple notetag on the actor/enemy/class's page. A small note tag (<death event: id>) seems much easier to copy into each note section, than to do this huge loop from the first post.
In theory, one could set it to a common event that simply calls Fomar's script:
for actor in $game_party.members if actor.dead? $game_party.remove_actor(actor.id) endendAlso, again in theory, I feel that you're large cast of characters are sharing classes, yes? Then it might be faster to apply these death events to all of the classes. However, this would mean your main character would have to have a unique class, or at least a clone of one of the other classes and missing the death event tag.
This way, you can, theoretically, have any of your characters permanately die upon their death, except for the main character.
The one problem I see with this method:
Another question about the op, how can I alter this script to allow for an item to circumvent the doomed dead character, or perhaps a learned skill?
I don't think this would be posible when using my method, because theoretically the permadeath would happen instantly at death, not after battle.
I'm using terms like "in theory" and "theoretically" a lot because I have not actually tested this yet, nor am I far enough in the development of my game to introduce the permadeath characters. However, I don't see much of a reason for this not to work. What do you all think?