Not presently, no.
As with all note tags, their values are parsed when the database is first loaded, so even if a conditional were possible, it wouldn't be parsed correctly.
On the other hand, block percent and block value are calculated only when they're needed, and exist solely on the shield that is being used to block. You can see from the exparamfix patch, how that is calculated:
case 'blkp': this.drawAttributeName('Block Amount', dx, dy, dw); if (this._actor.isStateAffected(Ramza.BlockParams.blockStateId) && this._actor.equips()[1] && this._actor.equips()[1].blockPercent){ this.drawAttributeRate((this._actor.equips()[1].blockPercent / 100), dx, dy, dw); } else { this.drawAttributeRate(0, dx, dy, dw); }
The default block state also uses those same values from the shield in the damage calculation:
var blockValue = (target.isEnemy() ? target.enemy().blockValue : target.equips()[1].blockValue) var blockPercent = (target.isEnemy() ? target.enemy().blockPercent : target.equips()[1].blockPercent)
You could modify the state directly to change those values based on your skills.
edit:
blockValue is a flat number, and blockPercent, at the point I pasted it there is also a whole numbers which is removed from 100% later in the state calculation. You can conditionally add numbers to it in the state in the same way you posted above. Use 'target' as the object, not 'this', and it should work.
~Ramza