Working on some custom assassin animations. When the silencer/lethality procs the 3 frames of the “hit” frames-

(These frames right here)
-are not lining up with the hit in the animation. How do you mess with when silencer hits in the animations script?
Command 0x2D //? (Assassin critical) (Lethality activator that is dependent on other commands?)
This code is in the script but is at the top and as far as I can tell it doesn’t have any input on which point the silencer is played during the animation.
Another note, is it possible for the silencer animation to play for bows? I noticed the assassin bow animations just play a crit without the visual effect when they proc it. Is this impossible since bows are considered a “magic” attack in the animations script?
Also, what determines if silencer uses the purple or red version? Is it on a unit by unit basis? I have two playable assassins and I want one to use a dark blue version and the other to use the red. Where do I set this? There are the 3 patches that are named SKILL_IMAGE-Silencer1,2, 3, where you can import an image, but its just the red version. Where even is the purple version in the rom?
Shifting gears for anyone who knows how to edit skills in skill systems. Is there any way to mess with lethalitys proc rate? Or better yet revert it back to vanilla silencer? (50/50 on a crit instead of a random skill proc) I’ve never edited the skills in skill systems and it looks scary.
As for the ballista, I’ve tried setting animations for classes 67-6C, to no avail. Then I set animations to the archer/sniper classes when using that specific weapon, still doesn’t work, just plays map animations. I saw on another topic that ballista animations were hardcoded in FE6 and there wasn’t a clear solution for using them in a FE8 rom, which is a shame because I really like the ones on the repo and want to show them off. Does anyone have an answer for this?
Thanks,
Brober