OK, this should be a quick bunch of edits.
To activate a switch when the battle starts, go to Scene_Battle 1, and at the top is the main function. Put this line in anywhere between "def main" and "start_phase1":
$game_switches[ID] = true
The second part is barely more complex. Go to Scene_Battle 2, and toward the bottom is the start_phase 5 function. Replace this section of the code:
# Loop
for enemy in $game_troop.enemies
# If enemy is not hidden
unless enemy.hidden
# Add EXP and amount of gold obtained
exp += enemy.exp
gold += enemy.gold
# Determine if treasure appears
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($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
with this:
# Loop
$game_troop.enemies.each {|enemy|
# If enemy is not hidden
unless enemy.hidden
# Add EXP and amount of gold obtained
exp += $game_variables[EXP]
gold += $game_variables[GOLD]
# Determine if treasure appears
treasures.push($data_items[$game_variables[ITEM]])
treasures.push($data_weapons[$game_variables[WEAPON]])
treasures.push($data_armors[$game_variables[ARMOR]])
end
}
For all of these, you'll need to change the words in caps (ID, GOLD, etc) to the number you need. If it gives you any problems, just let me know.