About the jump ability, you may try the following using dnSpy: go to the "btl_cmd" class and its "CheckCommandCondition" then search for a part of the code that looks like this.
btl_stat.AlterStatus(regist, 1073741824u);
regist.cmd[3].cmd_no = cmd.cmd_no;
regist.cmd[3].tar_id = ((cmd.cmd_no != 3) ? btl_util.GetStatusBtlID(1u, 0u) : cmd.tar_id);
cmd.tar_id = regist.btl_id;
return true;
And add a few lines before that return:
btl_stat.AlterStatus(regist, 1073741824u);
regist.cmd[3].cmd_no = cmd.cmd_no;
regist.cmd[3].tar_id = ((cmd.cmd_no != 3) ? btl_util.GetStatusBtlID(1u, 0u) : cmd.tar_id);
cmd.tar_id = regist.btl_id;
btl.cmd[1].info.priority = 1;
if (btl.cmd[3].cmd_no == 3) {
btl_cmd.SetCounter(btl, 10u, 185, btl.cmd[3].tar_id);
} else {
btl_cmd.SetCounter(btl, 11u, 186, btl.cmd[3].tar_id);
}
return true;
I've not tested it but it should work (and she should perform the attack without any delay).
@ToraCarol: About the animation at Ipsen Castle, I can't say anything without the script code that you use.
I still don't know how to handle cameras... You can try random things like using the following kind of lines after Blank joins the fight:
RunBattleCode( 36, 0 ) // Change "0" to other numbers to try different cameras
Sorry for late answers but that's a lot of things to read.