Well I looked at the tutorial for cmda6, and there was nothing mentioned about the soot sack specifically. My guess is this particular tile with the particular tile behavior reacts to the cmda6 script. I tested these tiles on a map without this script and there was no animation and no finding of wild pokemon. And it also does work when theres something on the top layer as well. The problem I was having with it was that I don't know how to link specific tiles together for the script to change them how I need them to. The snow covered grass always changed to the grass with the snow shaken off. Every other block in the tileset that i give this behavior byte to always switches to a certain other block in the tileset, which I put one half of the tree on. So basically, half of the tree with grass behind it works. What I need to know is if theres a way to manually link the blocks together so that I could have a certain block always change to a certain other block, like how the normal snow-covered grass always changes to the grass with the snow shaken off, when I have this script active.
It'd be similar to this, I'm guessing, except say the red blocks were normal snow grass, blue was the left side of the tree, and white is the right side of the tree
Sorry if I'm just missing something, but I don't think you quite understood what I was asking with that, and I might not have explained it as well as I could have.