Right I'm back,
  this is what Talchia's hardcore Mod normally looks like:  
 ////////////>>>>>>HARDCORE MOD V 1.0<<<<<<<<<<////////////////////////////
 //Buffs the Target up, based on a script from Preston Watamaniuk/Bioware //
 // //
 // Note: Boss enemys like Darth Bandon and Malak will get also the //
 // increase, so be carefull with tweaks. Also the ability increase //
 // is limited to 20, everything above will be ignored and //
 // count as 20. //
 // //
 //::///////////////////////////////////////////////////////////////////:://
 //:: Created By: Talchia 
http://home.t-online.de/home/Talchia/) :://
 //:: Created On: December 30, 2003 :://
 //::///////////////////////////////////////////////////////////////////::// 
 //Jedi
 if(GetLevelByClass(CLASS_TYPE_JEDICONSULAR) > 0 ||
 GetLevelByClass(CLASS_TYPE_JEDIGUARDIAN) > 0 ||
 GetLevelByClass(CLASS_TYPE_JEDISENTINEL) > 0)
 {
 //Set up the effects based on the character level
 if(nCharLevel >= 8 && nCharLevel <= 11)
 {
 eStatA = EffectAbilityIncrease(ABILITY_DEXTERITY, 6);
 eStatB = EffectAbilityIncrease(ABILITY_WISDOM, 6);
 eStatC = EffectAbilityIncrease(ABILITY_STRENGTH, 6);
 eFP = EffectTemporaryForcePoints(25);
 nVP = 50;
 }
 else if(nCharLevel >= 12 && nCharLevel <= 15)
 {
 eStatA = EffectAbilityIncrease(ABILITY_DEXTERITY, 10);
 eStatB = EffectAbilityIncrease(ABILITY_WISDOM, 10);
 eStatC = EffectAbilityIncrease(ABILITY_STRENGTH, 10);
 eFP = EffectTemporaryForcePoints(50);
 nVP = 100;
 }
 else if(nCharLevel >= 16)
 {
 eStatA = EffectAbilityIncrease(ABILITY_DEXTERITY, 20);
 eStatB = EffectAbilityIncrease(ABILITY_WISDOM, 20);
 eStatC = EffectAbilityIncrease(ABILITY_STRENGTH, 20);
 eFP = EffectTemporaryForcePoints(100);
 nVP = 200;
 }
 else
 {
 nValid >= 2;
 }
 if(nValid <= 1)
 {
 eLink = EffectLinkEffects(eStatA, eStatB);
 eLink = EffectLinkEffects(eLink, eFP);
 eLink = EffectLinkEffects(eLink, eStatC);
 }
 }
 //BEASTS
 else if(GetSubRace(OBJECT_SELF) == 2) //SUBRACE_BEAST
 {
 if(nCharLevel >= 8 && nCharLevel <= 11)
 {
 eStatA = EffectAbilityIncrease(ABILITY_STRENGTH, 6);
 nVP = 50;
 }
 else if(nCharLevel >= 12 && nCharLevel <= 15)
 {
 eStatA = EffectAbilityIncrease(ABILITY_STRENGTH, 10);
 nVP = 100;
 }
 else if(nCharLevel >= 16)
 {
 eStatA = EffectAbilityIncrease(ABILITY_STRENGTH, 20);
 nVP = 200;
 }
 else
 {
 nValid >= 2;
 }
 if(nValid <= 1)
 {
 eLink = eStatA;
 }
 }
 //DROIDS
 else if(GetRacialType(OBJECT_SELF) == RACIAL_TYPE_DROID)
 {
 if(nCharLevel >= 8 && nCharLevel <= 11)
 {
 eStatA = EffectAbilityIncrease(ABILITY_DEXTERITY, 6);
 nVP = 50;
 }
 else if(nCharLevel >= 12 && nCharLevel <= 15)
 {
 eStatA = EffectAbilityIncrease(ABILITY_DEXTERITY, 10);
 nVP = 100;
 }
 else if(nCharLevel >= 16)
 {
 eStatA = EffectAbilityIncrease(ABILITY_DEXTERITY, 20);
 nVP = 200;
 }
 else
 {
 nValid >= 2;
 }
 if(nValid <= 1)
 {
 eLink = eStatA;
 }
 }
 else
 {
 //Other Class
 if(nCharLevel >= 8 && nCharLevel <= 11)
 {
 eStatA = EffectAbilityIncrease(ABILITY_STRENGTH, 6);
 eStatB = EffectAbilityIncrease(ABILITY_DEXTERITY, 6);
 nVP = 50;
 }
 else if(nCharLevel >= 12 && nCharLevel <= 15)
 {
 eStatA = EffectAbilityIncrease(ABILITY_STRENGTH, 10);
 eStatB = EffectAbilityIncrease(ABILITY_DEXTERITY, 10);
 nVP = 100;
 }
 else if(nCharLevel >= 16)
 {
 eStatA = EffectAbilityIncrease(ABILITY_STRENGTH, 20);
 eStatB = EffectAbilityIncrease(ABILITY_DEXTERITY, 20);
 nVP = 200;
 }
 else
 {
 nValid >= 2;
 }
 if(nValid <= 1)
 {
 eLink = EffectLinkEffects(eStatA, eStatB);
 }
 }
 if(nVP > 0)
 {
 if(nValid <= 1 && !GetPlayerRestrictMode())
 {
 nVP = GetMaxHitPoints(OBJECT_SELF) + nVP;
 SetMaxHitPoints(OBJECT_SELF, nVP); 
 }
 }
 if(nValid <= 1 && !GetPlayerRestrictMode())
 {
 ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, OBJECT_SELF);
 }
 }    
 Now I've changed because I want all the enemies to have increases to defense, saving throws, damage, to hit, force points and hit points.  
 ////////////>>>>>>HARDCORE MOD V 1.0<<<<<<<<<<////////////////////////////
 //Buffs the Target up, based on a script from Preston Watamaniuk/Bioware //
 // //
 // Note: Boss enemys like Darth Bandon and Malak will get also the //
 // increase, so be carefull with tweaks. Also the ability increase //
 // is limited to 20, everything above will be ignored and //
 // count as 20. //
 // //
 //::///////////////////////////////////////////////////////////////////:://
 //:: Created By: Talchia 
http://home.t-online.de/home/Talchia/) :://
 //:: Created On: December 30, 2003 :://
 //::///////////////////////////////////////////////////////////////////::// 
 //Jedi
 if(GetLevelByClass(CLASS_TYPE_JEDICONSULAR) > 0 ||
 GetLevelByClass(CLASS_TYPE_JEDIGUARDIAN) > 0 ||
 GetLevelByClass(CLASS_TYPE_JEDISENTINEL) > 0)
 {
 //Set up the effects based on the character level
 if(nCharLevel >= 8 && nCharLevel <= 11)
 {
 eStatA = EffectAbilityIncrease(ABILITY_DEXTERITY, 4);
 eStatB = EffectAbilityIncrease(ABILITY_WISDOM, 4);
 eStatC = EffectAbilityIncrease(ABILITY_STRENGTH, 4);
 eStatD = EffectAbilityIncrease(ABILITY_CONSTITUTION, 4);
 eFP = EffectTemporaryForcePoints(25);
 nVP = 50;
 }
 else if(nCharLevel >= 12 && nCharLevel <= 15)
 {
 eStatA = EffectAbilityIncrease(ABILITY_DEXTERITY, 8);
 eStatB = EffectAbilityIncrease(ABILITY_WISDOM, 8);
 eStatC = EffectAbilityIncrease(ABILITY_STRENGTH, 8);
 eStatD = EffectAbilityIncrease(ABILITY_CONSTITUTION, 8);
 eFP = EffectTemporaryForcePoints(50);
 nVP = 100;
 }
 else if(nCharLevel >= 16)
 {
 eStatA = EffectAbilityIncrease(ABILITY_DEXTERITY, 12);
 eStatB = EffectAbilityIncrease(ABILITY_WISDOM, 12);
 eStatC = EffectAbilityIncrease(ABILITY_STRENGTH, 12);
 eStatD = EffectAbilityIncrease(ABILITY_CONSTITUTION, 12);
 eFP = EffectTemporaryForcePoints(100);
 nVP = 200;
 }
 else
 {
 nValid >= 2;
 }
 if(nValid <= 1)
 {
 eLink = EffectLinkEffects(eStatA, eStatB);
 eLink = EffectLinkEffects(eLink, eFP);
 eLink = EffectLinkEffects(eLink, eStatC);
 eLink = EffectLinkEffects(eLink, eStatD);
 }
 }
 //BEASTS
 else if(GetSubRace(OBJECT_SELF) == 2) //SUBRACE_BEAST
 {
 if(nCharLevel >= 8 && nCharLevel <= 11)
 {
 eStatA = EffectAbilityIncrease(ABILITY_DEXTERITY, 4);
 eStatB = EffectAbilityIncrease(ABILITY_WISDOM, 4);
 eStatC = EffectAbilityIncrease(ABILITY_STRENGTH, 4);
 eStatD = EffectAbilityIncrease(ABILITY_CONSTITUTION, 4); 
 nVP = 50;
 }
 else if(nCharLevel >= 12 && nCharLevel <= 15)
 {
 eStatA = EffectAbilityIncrease(ABILITY_DEXTERITY, 8);
 eStatB = EffectAbilityIncrease(ABILITY_WISDOM, 8);
 eStatC = EffectAbilityIncrease(ABILITY_STRENGTH, 8);
 eStatD = EffectAbilityIncrease(ABILITY_CONSTITUTION, 8); 
 nVP = 100;
 }
 else if(nCharLevel >= 16)
 {
 eStatA = EffectAbilityIncrease(ABILITY_DEXTERITY, 12);
 eStatB = EffectAbilityIncrease(ABILITY_WISDOM, 12);
 eStatC = EffectAbilityIncrease(ABILITY_STRENGTH, 12);
 eStatD = EffectAbilityIncrease(ABILITY_CONSTITUTION, 12); 
 nVP = 200;
 }
 else
 {
 nValid >= 2;
 }
 if(nValid <= 1)
 {
 eLink = EffectLinkEffects(eStatA, eStatB);
 eLink = EffectLinkEffects(eLink, eStatC);
 eLink = EffectLinkEffects(eLink, eStatD);
 }
 }
 //DROIDS
 else if(GetRacialType(OBJECT_SELF) == RACIAL_TYPE_DROID)
 {
 if(nCharLevel >= 8 && nCharLevel <= 11)
 {
 eStatA = EffectAbilityIncrease(ABILITY_DEXTERITY, 4);
 eStatB = EffectAbilityIncrease(ABILITY_WISDOM, 4);
 eStatC = EffectAbilityIncrease(ABILITY_STRENGTH, 4);
 eStatD = EffectAbilityIncrease(ABILITY_CONSTITUTION, 4); 
 nVP = 50;
 }
 else if(nCharLevel >= 12 && nCharLevel <= 15)
 {
 eStatA = EffectAbilityIncrease(ABILITY_DEXTERITY, 8);
 eStatB = EffectAbilityIncrease(ABILITY_WISDOM, 8);
 eStatC = EffectAbilityIncrease(ABILITY_STRENGTH, 8);
 eStatD = EffectAbilityIncrease(ABILITY_CONSTITUTION, 8); 
 nVP = 100;
 }
 else if(nCharLevel >= 16)
 {
 eStatA = EffectAbilityIncrease(ABILITY_DEXTERITY, 12);
 eStatB = EffectAbilityIncrease(ABILITY_WISDOM, 12);
 eStatC = EffectAbilityIncrease(ABILITY_STRENGTH, 12);
 eStatD = EffectAbilityIncrease(ABILITY_CONSTITUTION, 12); 
 nVP = 200;
 }
 else
 {
 nValid >= 2;
 }
 if(nValid <= 1)
 {
 eLink = EffectLinkEffects(eStatA, eStatB);
 eLink = EffectLinkEffects(eLink, eStatC);
 eLink = EffectLinkEffects(eLink, eStatD);
 }
 }
 else
 {
 //Other Class
 if(nCharLevel >= 8 && nCharLevel <= 11)
 {
 eStatA = EffectAbilityIncrease(ABILITY_STRENGTH, 4);
 eStatB = EffectAbilityIncrease(ABILITY_DEXTERITY, 4);
 eStatC = EffectAbilityIncrease(ABILITY_WISDOM, 4);
 eStatD = EffectAbilityIncrease(ABILITY_CONSTITUTION, 4); 
 nVP = 50;
 }
 else if(nCharLevel >= 12 && nCharLevel <= 15)
 {
 eStatA = EffectAbilityIncrease(ABILITY_STRENGTH, 8);
 eStatB = EffectAbilityIncrease(ABILITY_DEXTERITY, 8);
 eStatC = EffectAbilityIncrease(ABILITY_WISDOM, 8);
 eStatD = EffectAbilityIncrease(ABILITY_CONSTITUTION, 8); 
 nVP = 100;
 }
 else if(nCharLevel >= 16)
 {
 eStatA = EffectAbilityIncrease(ABILITY_STRENGTH, 12);
 eStatB = EffectAbilityIncrease(ABILITY_DEXTERITY, 12);
 eStatC = EffectAbilityIncrease(ABILITY_WISDOM, 12);
 eStatD = EffectAbilityIncrease(ABILITY_CONSTITUTION, 12); 
 nVP = 200;
 }
 else
 {
 nValid >= 2;
 }
 if(nValid <= 1)
 {
 eLink = EffectLinkEffects(eStatA, eStatB);
 eLink = EffectLinkEffects(eLink, eStatC);
 eLink = EffectLinkEffects(eLink, eStatD);
 }
 }
 if(nVP > 0)
 {
 if(nValid <= 1 && !GetPlayerRestrictMode())
 {
 nVP = GetMaxHitPoints(OBJECT_SELF) + nVP;
 SetMaxHitPoints(OBJECT_SELF, nVP); 
 }
 }
 if(nValid <= 1 && !GetPlayerRestrictMode())
 {
 ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, OBJECT_SELF);
 }
 }    
 Now it compiled correctly and when I use the above script, beasts, or other jedi for instance to appear to have more health, and be harder to hit, etc. However could a scripter check my modifications to make sure they are right. 
 I'm a little worried that the eLink = eStatA is not right, and that the effects arent working. Or that since Strength is eStatA it has to be for the rest of the creatures. 
 Thank you.