By the way, you can use the simple in-built solution: //Damage Formulas (a.isActor() ? ActorFormula : EnemyFormula) //Param Formulas (user.isActor() ? ActorFormula : EnemyFormula) This solution evals "ActorFormula" code if the user (the one having their Params evaluated or casting the Skill, in other words "a" in damage formulas) is a Player Character/Actor, otherwise it evals "EnemyFormula", because the user is not an Actor. That way you can set-up entirely different formulas for Player Characters and Enemies I use this setting up my BaseParam formulas for now: (user.isActor() ? ((user.abilityLevel("Vitality") * 50) + plus) * paramRate * buffRate + flat : (base + plus) * paramRate * buffRate + flat) It's just an example, since I'm still setting up my custom stats system.