Game_Event.prototype.setupBattler = function() {
var foe = /<enemy

[0-9]*?)>/i.exec(this.notes());
var disabled = $gameSystem.isDisabled(this._mapId, this._eventId);
if (foe && !disabled) {
this.clearABS();
this._battlerId = foe[1];
this._battler = new Game_Enemy(this._battlerId, 0, 0);
this._battler._charaId = this.eventId();
this._actions = this._battler.enemy().actions;
this._skillList = [];
this._aiRange = this._battler.aiRange || QuasiABS.aiLength;
this._aiWait1 = 0; // wait for action
if (QuasiABS.aiSight && !this._battler._noai) {
this.setupAISight();
}
for (var i = 0; i < this._actions.length; i++) {
this._skillList.push(this._actions
.skillId);
}
this._respawn = -1;
this._onDeath = this._battler._onDeath;
this._noPopup = this._battler._noPopup;
this._dontErase = this._battler._dontErase;
this._team = this._battler._team;
}
};