@Wavelength
The script says MP, not TP. Just substitute?
There were two parts to the question: (1) How do I heal HP & MP after a battle and (2) How do I let TP persist between battles. You answered part 2 perfectly (the Preserve TP After Battle option) and it doesn't require scripting. I was answering part 1.
Or am I misunderstanding your concern?
It might be more useful to do something like @hp += mhp/5 (i.e. 20%). Unless HP doesn't grow much, healing 20 HP in late game, if your party members have 2,000 HP is basically scratch damage.
Yeah. I was just giving a quick example with the 20 since I think he wants a full heal - but I agree, using mhp/5 would be a more useful formula than just "20".
But I like this approach, since it doesn't require a new Common Event just for the healing, and doesn't require extra setup steps in each Troop.
Thank you

I do think it's the best way, since it scales to as many enemy troops as you want without requiring any additional
With that said though, scripting is a slightly better option, However I am wondering why Wavelength is healing battlers(after the battler is dead at that? ), instead of party/Actors.
The reason is because it seemed like the cleanest way to do it. I was originally looking to iterate through each actor in the party and heal them inside the "Determine Win/Loss results" method in BattleManager, but that would require an overwrite. I could probably do it inside Victory/Escape/Abort/Defeat processing, but that would require several aliased methods instead of one very simple one. In theory this might be doing the same heal for Troop members, but that's irrelevant since the battle has already ended. You don't get any bizarre behavior at the end of the Battle scene just because this extra functionality is running.
I've tested my code and it seems to work perfectly for each type of battle result. If you lose the battle and it's not a "Continue if Game Over", you get the Game Over screen. Otherwise, no matter what the result of battle is, your party is healed.