Code:
# Energia do Inimigo 
# by Tetra-Z
# O script permite que quando o cursor entiver sobre o alvo
# inimigo monstre o HP e SP.
#==============================================================================
# ? Game_Temp
#==============================================================================
class Game_Temp
 attr_accessor :action_input_actor
end
#==============================================================================
# ? Window_Help
#==============================================================================
class Window_Help < Window_Base
 def see_through_element_all
 return 0 
 end
 def see_through_element_self
 return 0 
 end
 def enemy_status_searched(enemy)
 return true if $data_enemies[enemy.id].element_ranks[see_through_element_self] < 3
 return true if $data_enemies[enemy.id].element_ranks[see_through_element_all] < 3
 unless (see_through_element_self <= 0 or 
 $data_enemies[enemy.id].element_ranks[see_through_element_self] > 3)
 actor = $game_temp.action_input_actor
 if ($data_classes[actor.class_id].element_ranks[see_through_element_self] < 3 or 
 actor.equip_element_set.include?(see_through_element_self))
 return true
 end
 end
 unless (see_through_element_all <= 0 or 
 $data_enemies[enemy.id].element_ranks[see_through_element_all] > 3)
 for actor in $game_party.actors
 if (($data_classes[actor.class_id].element_ranks[see_through_element_all] < 3 or 
 actor.equip_element_set.include?(see_through_element_all)) and 
 actor.movable?)
 return true
 end
 end
 end
 return false
 end
 def draw_actor_name(actor, x, y)
 if actor.is_a?(Game_Actor)
 return super
 end
 self.contents.font.color = normal_color
 self.contents.draw_text(x, y, 192, 32, actor.name)
 end
 alias tetraz28_set_enemy set_enemy
 def set_enemy(enemy)
 if enemy_status_searched(enemy) and !Input.press?(Input::A)
 if (enemy != @actor or @enemy.nil? or 
 [enemy.states, enemy.hp, enemy.maxhp, enemy.sp, enemy.maxsp] != @enemy)
 self.contents.clear
 draw_actor_name(enemy, 4, 0) 
 draw_actor_state(enemy, 196, 0)
 draw_actor_hp(enemy, 300, 0)
 draw_actor_sp(enemy, 460, 0)
 @actor = enemy
 @enemy = [enemy.states, enemy.hp, enemy.maxhp, enemy.sp, enemy.maxsp]
 @text = nil
 end
 self.visible = true
 else
 tetraz28_set_enemy(enemy)
 end
 end
end
#==============================================================================
# ? Scene_Battle
#==============================================================================
class Scene_Battle
 alias tetraz28_update_phase3_enemy_select update_phase3_enemy_select
 def update_phase3_enemy_select
 $game_temp.action_input_actor = @active_battler
 tetraz28_update_phase3_enemy_select
 end
end