This first part is untested. I had a lot of scripts going in the first project so I couldn't be sure. If you want, you can zip up yours and I'll test it all day and night until it works. Anyway...
Stick this anywhere. I'm sure the other scripters will yell at me, but it seems to work wherever. To be safe, toss it in your CMS script at the very bottom or in its own script:
def draw_battlegraphic(actor, x, y)
bitmap = RPG::Cache.battler(actor.character_name, actor.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
And then find in your "Tales of Symphonia CMS":
draw_actor_battler(@actor, 190, 400)
and replace it with:
draw_battlegraphic(@actor, 190, 400)
What this means: Instead of drawing the picture that you set as battler in the Database, it'll find a picture in "Graphics\Battlers" named the same way as the actor's Character Graphic and draw that instead.
ex: Aluxes' Character Graphic is '001-Fighter01'
Because you have animated Battlers you set his Battler Graphic to 'Aluxes-Battler'
When the game goes to the Status screen, it'll look for '
Graphics\Battlers\001-Fighter01.png' instead of '
Graphics\Battlers\Aluxes-Battler.png'.
Make sure it exists or you'll get an error. If you want the ready animation, take it out of the spritesheet and make it it's own picture with the correct name.
--
As for the second request, it might help to be a bit more specific with the amount of slots you want, it it may take me quite awhile longer to do than this quick fix. Since that particular window is Window_Base and not Window_Selectable, you can't scroll through it the same way and there needs to be room to display all the slots you'll have on a character.