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Battle Report Modification

To delay battle report status a bit, find this line in Battle Report script:
Code:
    @phase5_wait_count = 10
It's found at line 303. Just increase the number to delay it a little bit.

As of 3 party members battle report status window, once I fulfilled an exact request, but I lost it. Here's how:

1. At line 336, change:
Code:
      for m in i..3
into
Code:
      for m in i..[b]2[/b]

2. At line 440, change:
Code:
    for i in 0 ... 4
into
Code:
    for i in 0 ... [b]3[/b]

As for battle status window still appears at battle report status, actually Raziel included an RTAB patch. Just enable the patch by erasing the =begin found at line 236 and =end found at line 244, since it is disabled by default.

All tested and work as well, but if it doesn't, ask more.
 
Raz didn't include the RTAB patch. I made it. Sorry. And the 1st page post of the script doesn't have the =begin and =end thingie either. That was part of a request I answered. The report and patch have been in the RTAB demo for... HOLY!!! Almost a year!?

Here you go... ready for RTAB.
Code:
#==============================================================================
# ** RTAB patch for Full-Screen Battle Result Scripts              (10-05-2006)
#------------------------------------------------------------------------------
#
#  In difference to the built-in battle result window,  this script performs a
#  minor rewrite to "def main" in RTAB's Scene_Battle class.  Instead of imme-
#  diately removing certain windows  from the screen after combat,  this patch
#  only removes them from the screen if combat is lost and the 'gameover' flag
#  is tripped.
#
#  Additional editing WILL be required on your part however.  You will have to
#  add the following commands into the Full-Screen Battle Result script that 
#  you are using:
#                   @actor_command_window.dispose
#                   @party_command_window.dispose
#                   @help_window.dispose
#                   @status_window.dispose
#                   @message_window.dispose
#
#  Under most circumstances, you will be pasting these five dispose statements
#  at the beginning of 'def battle_end(result)'. Conditions may dictate a lit-
#  tle work to get it right, and statements like 'help_window.visible = false'
#  will typically be invalid if called AFTER these statements.   Place 'AFTER'
#  such statements.
#
#============================================================================== 

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Initialize each kind of temporary battle data
    $game_temp.in_battle = true
    $game_temp.battle_turn = 0
    $game_temp.battle_event_flags.clear
    $game_temp.battle_abort = false
    $game_temp.battle_main_phase = false
    $game_temp.battleback_name = $game_map.battleback_name
    $game_temp.forcing_battler = nil
    # Initialize battle event interpreter
    $game_system.battle_interpreter.setup(nil, 0)
    # Prepare troop
    @troop_id = $game_temp.battle_troop_id
    $game_troop.setup(@troop_id)
    atb_setup
    # Make actor command window
    s1 = $data_system.words.attack
    s2 = $data_system.words.skill
    s3 = $data_system.words.guard
    s4 = $data_system.words.item
    @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4]) 
    @actor_command_window.y = 160
    @actor_command_window.back_opacity = 160
    @actor_command_window.active = false
    @actor_command_window.visible = false
    # Make other windows
    @party_command_window = Window_PartyCommand.new
    @help_window = Window_Help.new
    @help_window.back_opacity = 160
    @help_window.visible = false
    @status_window = Window_BattleStatus.new
    @message_window = Window_Message.new
    # Make sprite set
    @spriteset = Spriteset_Battle.new
    # Initialize wait count
    @wait_count = 0
    # Execute transition
    if $data_system.battle_transition == ""
      Graphics.transition(20)
    else
      Graphics.transition(40, "Graphics/Transitions/" +
        $data_system.battle_transition)
    end
    # Start pre-battle phase
    start_phase1
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Refresh map 
    $game_map.refresh
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    if $game_temp.gameover == true
      @actor_command_window.dispose
      @party_command_window.dispose
      @help_window.dispose
      @status_window.dispose
      @message_window.dispose
    end
    
    if @skill_window != nil
      @skill_window.dispose
    end
    if @item_window != nil
      @item_window.dispose
    end
    if @result_window != nil
      @result_window.dispose
    end
    # Dispose of spriteset
    @spriteset.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
    # If switching from battle test to any screen other than game over screen
    if $BTEST and not $scene.is_a?(Scene_Gameover)
      $scene = nil
    end
  end
end
Code:
#==============================================================================
# ** Battle Report v 1.6 by Illustrationism
#  * Posted & Edited by Raziel
#==============================================================================
#  A script that shows the battle result like in the Final Fantasy games.
#
#  Features
#  * Scrolling down Exp
#
#   Edits:
#  * Exp Bars filling up
#  * Possible displaying of Facesets instead of Charactersets
#  * Exp scrolling down faster, depending on how much exp you gain after battle.
#  * Play a ME as long as you want in the result window.
#==============================================================================

class Game_Actor < Game_Battler
  def exp=(exp)
    @exp = [[exp, 9999999].min, 0].max
    while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
      @level += 1
      
      # NEW - David
      $d_new_skill = nil
      
      for j in $data_classes[@class_id].learnings
        if j.level == @level
          learn_skill(j.skill_id)
      
          # NEW - David
          skill = $data_skills[j.skill_id]
          $d_new_skill = skill.name
      
        end
      end
    end
    while @exp < @exp_list[@level]
      @level -= 1
    end
    @hp = [@hp, self.maxhp].min
    @sp = [@sp, self.maxsp].min
  end
  
  #--------------------------------------------------------------------------
  # * Get the current EXP
  #--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
  #--------------------------------------------------------------------------
  # * Get the next level's EXP
  #--------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end

end

class Window_LevelUp < Window_Base

  #----------------------------------------------------------------
  def initialize(actor, pos)
    #change this to false to show the actor's graphic
    @face = false
    @actor = actor
    y = (pos * 120)
    super(280, y, 360, 120)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 255    
    if $d_dum == false
      refresh
    end
  end

  #----------------------------------------------------------------
  def dispose
    super
  end

  #----------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.size = 18
    if @face == true
    draw_actor_face(@actor, 4, 0)
    else
    draw_actor_graphic(@actor, 50, 80)
    end
    draw_actor_name(@actor, 111, 0)
    draw_actor_level(@actor, 186, 0)
    show_next_exp = @actor.level == 99 ? "---" : "#{@actor.next_exp}"
    min_bar = @actor.level == 99 ? 1 : @actor.now_exp
    max_bar = @actor.level == 99 ? 1 : @actor.next_exp
    draw_slant_bar(115, 80, min_bar, max_bar, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255))
    self.contents.draw_text(115, 24, 300, 32, "Exp:#{@actor.now_exp}")
    self.contents.draw_text(115, 48, 300, 32, "Level Up:" + show_next_exp)
  end

  
  #----------------------------------------------------------------
  def level_up
    self.contents.font.color = system_color
    self.contents.draw_text(230, 48, 80, 32, "LEVEL UP!")
  end
  #-----------------------------------------------------------------
   def learn_skill(skill)
    self.contents.font.color = normal_color
    unless $d_new_skill == nil
      Audio.se_play("Audio/SE/105-Heal01")
      self.contents.draw_text(186, 24, 80, 32, "Learned:")
      self.contents.font.color = system_color
      self.contents.draw_text(261, 24, 90, 32, skill)
    end
  end


  #----------------------------------------------------------------
  def update
    super
  end
  
end # of Window_LevelUp

#=================================
#Window_EXP
# Written by: David Schooley
#=================================

class Window_EXP < Window_Base

  #----------------------------------------------------------------
  def initialize(exp)
    super(0, 0, 280, 60)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 255
    refresh(exp)
  end

  #----------------------------------------------------------------
  def dispose
    super
  end

  #----------------------------------------------------------------
  def refresh(exp)
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 150, 32, "Exp Earned:")
    self.contents.font.color = normal_color
    self.contents.draw_text(180, 0, 54, 32, exp.to_s, 2)
  end
  
  #----------------------------------------------------------------
  def update
    super
  end
  
end # of Window_EXP

#=================================
#Window_Money_Items
# Written by: David Schooley
#=================================

class Window_Money_Items < Window_Base

  #----------------------------------------------------------------
  def initialize(money, treasures)
    @treasures = treasures
    super(0, 60, 280, 420)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 255
    refresh(money)
  end

  #----------------------------------------------------------------
  def dispose
    super
  end

  #----------------------------------------------------------------
  def refresh(money)
    @money = money
    self.contents.clear
    
    self.contents.font.color = system_color
    self.contents.draw_text(4, 4, 100, 32, "Items Found:")
    self.contents.font.color = normal_color
    
    y = 32
    for item in @treasures
      draw_item_name(item, 4, y)
      y += 32
    end
    
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 340, 220-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 300, 220-cx-2, 32, "+ " + @money.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(124-cx, 340, cx + 100, 32, $data_system.words.gold, 2)
  end

  def update
    super
  end
  
end # of Window_Money_Items


class Scene_Battle
  alias raz_battle_report_main main
  alias raz_battle_report_be battle_end

  def main
    # NEW - David
    #$battle_end = false
    @lvup_window = []
    @show_dummies = true # Show dummy windows or not?
    raz_battle_report_main
    # NEW - David
    @lvup_window = nil
    @level_up = nil
    @ch_stats = nil
    @ch_compare_stats = nil
    Audio.me_stop
  end

  def battle_end(result)
    raz_battle_report_be(result)
    # NEW - David
    @status_window.visible = false
    @spriteset.dispose
    @actor_command_window.dispose
    
    # Added for RTAB Patch version
    @party_command_window.dispose
    @help_window.dispose
    @status_window.dispose
    @message_window.dispose
    # End of RTAB Patch Version
                   
    Graphics.transition
    if result == 0
      display_lv_up(@exp, @gold, @treasures)
      loop do
        Graphics.update
        Input.update
        if Input.trigger?(Input::C)
          break
        end
      end
      trash_lv_up
    end

  end
    
  def start_phase5
    @phase = 5
    $game_system.me_play($game_system.battle_end_me)
    $game_system.bgm_play($game_temp.map_bgm)
    exp = 0
    gold = 0
    treasures = []
    for enemy in $game_troop.enemies
      unless enemy.hidden
        exp += enemy.exp
        gold += enemy.gold
        if rand(100) < enemy.treasure_prob
          if enemy.item_id > 0
            treasures.push($data_items[enemy.item_id])
          end
          if enemy.weapon_id > 0
            treasures.push($data_weapons[enemy.weapon_id])
          end
          if enemy.armor_id > 0
            treasures.push($data_armors[enemy.armor_id])
          end
        end
      end
    end
    treasures = treasures[0..5]

    # NEW - David
    @treasures = treasures
    @exp  = exp
    @gold = gold

    
    for item in treasures
      case item
      when RPG::Item
        $game_party.gain_item(item.id, 1)
      when RPG::Weapon
        $game_party.gain_weapon(item.id, 1)
      when RPG::Armor
        $game_party.gain_armor(item.id, 1)
      end
    end
    @phase5_wait_count = 10
  end

  def update_phase5
    if @phase5_wait_count > 0
      @phase5_wait_count -= 1
      if @phase5_wait_count == 0
        
        # NEW - David
        $game_temp.battle_main_phase = false        
      end
      return
    end

    # NEW - David
      battle_end(0)

  end

  def display_lv_up(exp, gold, treasures)
    
    $d_dum = false
    d_extra = 0
    i = 0
    for actor in $game_party.actors
        # Fill up the Lv up windows
        @lvup_window[i] = Window_LevelUp.new($game_party.actors[i], i)
        i += 1
    end

    # Make Dummies
    if @show_dummies == true
      $d_dum = true
      for m in i..3
        @lvup_window[m] = Window_LevelUp.new(m, m)
      end
    end
    
    @exp_window = Window_EXP.new(exp)
    @m_i_window = Window_Money_Items.new(gold, treasures)
    @press_enter = nil
    gainedexp = exp
    @level_up = [0, 0, 0, 0]
    @d_new_skill = ["", "", "", ""]
    @d_breakout = false
    @m_i_window.refresh(gold)
    wait_for_OK

    @d_remember = $game_system.bgs_memorize
    Audio.bgs_play("Audio/SE/032-Switch01", 100, 300)
    
    # NEW - David
    max_exp = exp
    value = 28
    if exp < value
      value = exp
    end
    if value == 0
      value = 1
    end
    for n in 0..gainedexp - (max_exp / value)
      exp -= (max_exp / value)
      if @d_breakout == false
        Input.update
      end
      
      for i in 0...$game_party.actors.size
        actor = $game_party.actors[i]
        if actor.cant_get_exp? == false
          last_level = actor.level
          actor.exp += (max_exp / value)
          # Fill up the Lv up windows
          if @d_breakout == false
            @lvup_window[i].refresh
            @exp_window.refresh(exp)
          end
          
          if actor.level > last_level
            @level_up[i] = 5
            Audio.se_play("Audio/SE/056-Right02.ogg", 70, 150)
            if $d_new_skill
              @d_new_skill[i] = $d_new_skill
            end
          end
          
          if @level_up[i] == 0
            @d_new_skill[i] = ""
          end
          
          if @level_up[i] > 0
            @lvup_window[i].level_up
            if @d_new_skill[i] != ""
              @lvup_window[i].learn_skill(@d_new_skill[i])
            end
          end
          
          if Input.trigger?(Input::C) or exp <= 0
            @d_breakout = true
          end
        end
        
        if @d_breakout == false
          if @level_up[i] >0
            @level_up[i] -= 1
          end
          Graphics.update
        end
      end
      
      if @d_breakout == true
        for i in 0...$game_party.actors.size
          actor = $game_party.actors[i]
          if actor.cant_get_exp? == false
            actor.exp += exp
          end
        end
        exp = 0
        break
      end
    end
    Audio.bgs_stop
    @d_remember = $game_system.bgs_restore
    
    for i in 0...$game_party.actors.size
      @lvup_window[i].refresh
    end
    @exp_window.refresh(exp)
    Audio.se_play("Audio/SE/006-System06.ogg", 70, 150)
    $game_party.gain_gold(gold)
    @m_i_window.refresh(0)
    Graphics.update
  end
  
  def trash_lv_up
    # NEW - David
    i=0
    
    for i in 0 ... 4
      @lvup_window[i].visible = false
    end
    @exp_window.visible = false
    @m_i_window.visible = false
    @lvup_window = nil
    @exp_window = nil
    @m_i_window = nil
  end

  # Wait until OK key is pressed
  def wait_for_OK
    loop do
      Input.update
      Graphics.update
      if Input.trigger?(Input::C)
        break
      end
    end
  end

end

class Window_Base < Window
  def draw_actor_face(actor, x, y)
    bitmap = RPG::Cache.picture("Faces/" + actor.character_name)
    self.contents.blt(x, y, bitmap, Rect.new(0,0,96,96))
  end
  
  #--------------------------------------------------------------------------
  # * Draw Slant Bar(by SephirothSpawn)
  #--------------------------------------------------------------------------
  def draw_slant_bar(x, y, min, max, width = 152, height = 6,
      bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
    # Draw Border
    for i in 0..height
      self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
    end
    # Draw Background
    for i in 1..(height - 1)
      r = 100 * (height - i) / height + 0 * i / height
      g = 100 * (height - i) / height + 0 * i / height
      b = 100 * (height - i) / height + 0 * i / height
      a = 255 * (height - i) / height + 255 * i / height
      self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
    end
    # Draws Bar
    for i in 1..( (min / max.to_f) * width - 1)
      for j in 1..(height - 1)
        r = bar_color.red * (width - i) / width + end_color.red * i / width
        g = bar_color.green * (width - i) / width + end_color.green * i / width
        b = bar_color.blue * (width - i) / width + end_color.blue * i / width
        a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
        self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
      end
    end
  end
end

Post 'em both under RTAB in this order.

THEN follow Exsharaen's advice. What he posted should work just fine.
 
Thank you both very much. I have one more small problem though, if you don't mind. Everything works well now, but the victory animations for the characters aren't shown at all. They just remain in their idle positions the whole time.
 
I didn't try, but it may be caused by the order of scripts. Did you try this order?

RTAB - RTAB Patch - Battle Status (already edited for the RTAB patch) - Animated Battler - Battle Status Mod

(you no longer need the original script of Battle Report, do my suggestion at edited battle status script)

Maybe that helps; if not, I'll try something else
 

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