The 27 is the 0-based decimal index of the animation script and is not directly related to the address of the script in the ab file you want to change. No changes should have been done to the 0x270 location (that's a few bytes into animation script 36 which controls Mug). The 24 script executes, then 25, then 26, then 27.
24 begins at 0x358
25 begins at 0x36C
26 begins at 0x378
27 begins at 0x384
my recommendation is to change the bytes in addresses 0x385-0x38D to C9s. C9 (and B2) have no function so strings of them get passed over in a single frame. In fact, B2 has no purpose as opposed to C9 which is a jump destination. Let's change them to B2s instead. Functionally there's no difference, but purposeless is "safer" than functionless (there's a lecture about purposeless vs functionless in there, but such a lecture would be worthless in this scenario
).
0x380: 03 24 9E 00 E5 BD B0 04 00 00 F0 F7 03 29 1C FA
-change to-
03 24 9E 00 E5 B2 B2 B2 B2 B2 B2 B2 B2 B2 1C FA
If you don't like the way that looks, you can revert 0x38D to 29 to play that last swing animation, but everything else should stay NOP'd. This line of bytes translates to:
03 - this is from the previous script that triggers the damage number indicator
24 - play the 0-based hexadecimal animation index 24 as defined in the rtda file
9E - effectively pause the script processing until all 3D effects have completed (animations in this case)
00 - This is an alignment byte inside the file so the scripts start on even numbered bytes
E5 - [Here begins script 27] This recenters the
orientation (not position) of the actor based on the battle mode (normal, side attack, pincer, etc)
BD B0 04 00 00 - this is positioning code for the next effect code
F0 - this creates the foot dust particles at the coords specified in the previous code
F7 03 - this triggers the damage number indicator in [03] frames
29 - similar to 24, but index 29
1C - similar to 24, but index 1C
FA - this resets the actor's position to the default coordinates for their slot in the current party and battle mode.
I think this is all the info you need to make the changes in rtab you want. For the other actors' AB files, look at the word value at 0x0D4. That will tell you the beginning address of the script I just showed you to edit.