One of the best ways to have more than 100 entity skills is to use arrays. What I do is this:

1. define a universal "ID" skill, a personal identification number for any entity that needs more than 100 skills:

Code:
define Id_number,skill66;  // change skill 66 to whatever skill number you want



2. Create an array that stores whatever the "skill" needs:
Code:
var Unit_Health[300];



the above creates an array with 300 slots, which means it can store 300 different variables, for 300 different enemies.

3. In the entity AI code, initialize their ID number like this:


Code:
var Active_entites; // will increase for every AI in the level


action soldier

{

active_entities+=1; // add 1 to the active entities in the level
my.id_number=active_entities; // this unique number will be the entity's ID

unit_health[my.id_number]=5000; // find the slot of the array and give the entity 5000 health

(main ai code here)....

}



Normally, for events like event_impact and event_entity, you can access the other entity's skills directly like this:

Code:
if(event_type==event_entity) // I hit another entity
{
you.health-=500; // you can directly access their skill and decrease it
}



However, with the array lookup method, you have to do it like this:

Code:
if(event_type==event_entity) // I hit another entity
{
unit_health[you.id_number]-=500; // you accessed their array slot value
}