Spoiler, click to toggle visibilty
Aye bro with those example you showed me... Whats the coding for that?
So.. Obviously this is ideal for FG environment, but even if you don't gear it towards that you can get by with small edits. All you are doing is making a dup value for every custom state.
You already have your transformation var, whatever your value is. I use a single var for all characters whom change sprites via transformation, this way you can control universally if you combine it with your common1. Causal mugen users 9/10 don't touch the common1 so you could easily distribute your own for compatibility.
So say.. God Rugal
Spoiler, click to toggle visibilty
[State 5900, Mode Detection]
type=VarSet
trigger1=1
var(11)=ifElse(PalNo > 6, 1, 0)
An example of an attack
Spoiler, click to toggle visibilty
; Standing Light Punch
[Statedef 200]
type=S
movetype=A
physics=S
velset=0,0
ctrl=0
anim=ifelse(Var(11),10200,200) So.. Normal 200, Transformed 10200 basically, you'll just be doing this with all of your anim.
poweradd=10 * !var(20)
sprpriority=2
facep2=1
Now here is the main thing, custom states. When you look at it, its not even a lot of work, only for those who will absolutely not edit anything.
You'd just add something like..
Spoiler, click to toggle visibilty
[State 815, ChangeAnim2]
type=ChangeAnim2
triggerall=var(11)=0
trigger1=!Time && PrevStateNo !=806
value=815
[State 815, ChangeAnim2]
type=ChangeAnim2
triggerall=var(11)=1
trigger1=!Time && PrevStateNo !=806
value=10815 If you set your anim numbers to be universal, you'll only had to add a similar line to all the custom states which you could copy/paste change value.
A visual for that.
Spoiler, click to toggle visibilty
In your anims all you have to do is make a duplicate using the other values. So if your grab anim is..
Spoiler, click to toggle visibilty
Normal
[BegIn Action 815]
5011,10, 0,0, 6
5031,40, 0,0, 5, HV
5011,20, 0,0, 4, HV
5030,40, 0,0, 2
Clsn2: 1
Clsn2[0] = -31, -71, 30, -15
5030,30, 0,0, -1
Transformed
[BegIn Action 10815]
15011,10, 0,0, 6
15031,40, 0,0, 5, HV
15011,20, 0,0, 4, HV
15030,40, 0,0, 2
Clsn2: 1
Clsn2[0] = -31, -71, 30, -15
15030,30, 0,0, -1
In the common1 you'd do the same thing for all of your anims
Spoiler, click to toggle visibilty
anim for hit_back
[state 0] ;[.11]
type=changeanim
triggerall=var(11)=0
trigger1=!time && (gethitvar(animtype)=[3,5])
value=5030
; anim for hit_back
[state 0] ;[.11]
type=changeanim
triggerall=var(11)=1
trigger1=!time && (gethitvar(animtype)=[3,5])
value=15030
Aye, just like I told you, it may be a lil extra work, but the result will be worth it. If you are going to do something, why not take it to the limit? Ultimately up to you though. There may be better alternatives to this, but this is what I got from self learning.