J-Man. No, you don't need Animated Battlers. Dunno what you're doing so let me re-explain the usage of the system.
This script utilizes the RMXP's Database's 'Battle Animations' to create the multiple hits. Yep, those nice and cool flashes with special effects like slashes or explosions that occur on the target is what this script REALLY uses.
Now, some may think that you tag a skill or item with this script, but that is wrong. What you do is edit or create a 'Battle Animation' to show multiple hits. I'll explain the 'Battle Animation' portion first. Let's go into the RMXP database right now and hit the [Animations] tab along the top so we can SEE a 'Battle Animation'.
As an example of a normal animation, look at the very first one that performs damage: 004: Hit . On the right side of the screen, you'll see a window (SE and Flash Timing) that controls the sound effects and flash effects. The first line shows a sound effect. Big whoop. But, the second line shows a single FLASH and has a 'Hit' condition.
Unfortunately, this is too small an animation to mess with, but at least you see the FLASH and 'Hit' condition that I'll be talking about.
Now, let's go down the list of 'Battle Animations' to animation
067: Sword-skill 1. This skill is used by the 'Cross Cut' skill. But, I'll get into that later.
Sword-skill 1 has one sound effect and two FLASH & 'Hit' lines. Let's have some fun, shall we? Now the initial flashes you see here do nothing. But, let's add one more... inbetween the two we already see. Go into the window and copy/paste the #3 Frame flash so you have one more FLASH in there. Make 2 copies of them.
Go into the very first flash frame (the one directly below the sound effect)Turn the 'condition' of this flash to 'none' (because this flash animation will not show a hit effect). Confused? What we just did is create a flash frame that will effect the following 'HIT' flash.
Huh? Well, we're not done yet. Now, we have to edit this Flash's color spectrum. Change the red down to ... um... let's say 5, and change the green value down to 75 (don't go above 100!). Now, change the last two to 0. Now, you're done with this event. Go to the 3rd flash event, just above the #6 frame flash (ie second from the last), and do the same to THIS flash event as you did to the first one. Also, change it's flash frame from #6 to #3. Now, you're done.
Let's now look at the whole flash animation series for this 'Battler Animation':
1 A Sound Effect
2 #3 Flash (a copy of #3 that we edited) We set it to 'none' and changed the color
3 #3 Flash... we didn't edit this.
4 #6 Flash (another copy of #3 that we edited) We set it to 'none' and changed the color
5 #6 Flash... no change here
The 2nd and 4th effects... our edits... has now been linked to the 3rd and 5th Flashs that shows a 'hit' condition. What we did with the colors is change the damage and skill use ratios with the red and green colors.
Now, when the 1st and 2nd HIT flashs occur, our edits (with the color edit) now display their 'damage' hits. The amount of damage is based on our color edits, using the values we edited WITH the colors we set in edit.
Oh, and special note: Do not set Red beyond 20 or Green beyond 100! Division by 0 is a terrible thing. (Hey, I didn't make the script!)
Now, about tagging a skill. You don't. I just ran you through the editing of a 'Battle Animation'. What you do is assign an edited 'Battle Animation' TO a skill or item of your choice. It is the 'Battle Animation' that controls the multiple-hit system.
As an example, let's change the battle animation of the 'Cross Cut' skill to our revised 067: Sword-skill 1 animation. Oh, waitaminute! It already HAS that 'Battle Animation'! So, it'll apply a 2nd hit already!
Course, with all this flexibility, we could just make a full copy of the '004: Hit' animation (like skill # 120 or something), and repeatedly make:
Flash-edit (color formula & no hit)
Flash-Normal 'Hit' Effect
Flash-edit (color formula & no hit)
Flash-Normal 'Hit' Effect
Flash-edit (color formula & no hit)
Flash-Normal 'Hit' Effect
Flash-edit (color formula & no hit)
Flash-Normal 'Hit' Effect
And, make a 4-hit battle animation for a single skill or item (I'm thinking fragmantation grenade!).