I also found FF tedious and boring, so have a script

CODE
#==============================================================================
# ** VXAce: Night_Runner's Enemy HP Bars
#------------------------------------------------------------------------------
# History:
# Date Created: 9/April/2012
# Created for: t5yvxc
# @> http://www.rpgrevolution.com/forums/index.php?showtopic=56134
#
# Description:
# This script will show bars above the enemy, displaying their health.
# The width is set by the width of the battler's graphic, and the colours
# are taken from the colors used for the actor's hp bars in the pause menu.
# (defined on lines 160, 161, & 162 of Window_Base)
#
# How to Install:
# Copy this entire script. In your game's editor select Tools >>
# Script Editor.
# Along the left side scroll to the bottom, right click on 'Main Process'
# and select 'Insert'.
# Paste in the window on the right.
#==============================================================================
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
# Edited to show a HP bar.
#==============================================================================
class Sprite_Battler
#--------------------------------------------------------------------------
# * Update Transfer Origin Bitmap
#--------------------------------------------------------------------------
def update_bitmap
new_bitmap = Cache.battler(@battler.battler_name, @battler.battler_hue)
if (@this_bitmap != new_bitmap) or (@last_hp != @battler.hp)
# Store the bitmap & hp so we only have to redraw it when something
# changes
@this_bitmap = new_bitmap
@last_hp = @battler.hp
# Create a bitmap if you can
self.bitmap.dispose unless self.bitmap.nil? or self.bitmap.disposed?
self.bitmap = Bitmap.new(new_bitmap.width, new_bitmap.height + 32)
# Create a temporary window, and get the HP colors from it
temp_window = Window_Base.new(0, 0, 32, 32)
c1 = temp_window.hp_gauge_color1
c2 = temp_window.hp_gauge_color2
bc = temp_window.gauge_back_color
# Dispose the window so the player doesn't see it
temp_window.dispose
# Get the width of the battler
b_width = new_bitmap.width
# Fill in the background for the HP bar
self.bitmap.fill_rect(0, 0, b_width, 6, bc)
# Fill in the hp bar
fill_w = b_width * @battler.hp / @battler.mhp
self.bitmap.gradient_fill_rect(0, 0, fill_w, 6, c1, c2)
# Draw the battler
self.bitmap.blt(0, 32, new_bitmap, new_bitmap.rect)
# Run the init_visibility command
init_visibility
end
end
end
#==============================================================================
# ** End of Script.
#==============================================================================