Sorry, I'm essentially illiterate when it comes to this sort of speak.
Uh, lets see... in Blizz's ABS you're able to type \e[1] in the event name category and that allows you to register it as an enemy. In other systems if you type <e> in comments or whatever it does the same thing. I've seen many systems use either Game_Event or the Interpreter section to accomplish this... some in less than 60 lines of code, but I've no idea how it works generally, because I am not a natural coder, but an eventer that transitioned into rgss.
I've sat through a bunch of tutorials and seminars on Ruby, but I'm still preschool, so I don't know what's what besides the essential basics. I can look under the hood and understand pieces in a vacuum, but when I turn it on it looks like .. um... moon runes I guess.
As it stands I -can- make an ABS, but the amount of redundancy I use can be shortened if I knew how to forgo in-engine variables [$game_variables] to assign enemies [$game_
map.events[]] and could just assign it as <enemy>.
In the mean time I'm trying my damndest to reverse engineer scripts until it makes sense.