It has to do with the code and not fighter factory. I found this code on another site. It is from a guy named The Geeseter Bunny First add this code to all of your states:
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[State 0]anim=ifelse(var(1)=1,10000,0
where var(1) is the transformation variable. Now, for more than one transformation (using three as an example):
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[State 0]anim=ifelse(var(1)=3,30000,ifelse(var(1)=2,20000,ifelse(var(1)=1,10000,0)
meaning that if var(1) equals 3 (i.e., the third transformation), than state 0's anim is 30000, if it's 2, 20000, if 1, 10000, and if in base form (no transformation), 0.
Now, for attack values, simply move the ifelse(s) from the first state and put them in the hitdef, adjusting the values accordingly.
Light Punch:
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[State 200]damage=ifelse(var(1)=3,45,ifelse(var(1)=2,35,ifelse(var(1)=1,25,20)
Now, the actual transformation. There are two logical ways of doing this. Here is the first, which is command-based:
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[State 4000];Transformationanim=ifelse(var(1)=2,24000,ifelse(var(1)=1,14000,4000);The characters transformations aren't going to look identical, are they? [State 4000];Varsettype=varsettrigger1=command="transform"v=1value=ifelse(var(1)=2,3,ifelse(var(1)=1,2,1) [State 4000];Changestatetype=changestatetrigger1=animelem=5;it doesn't have to be five, that's just a placeholdervalue=0;back to standing state
The other method is power-based, where you replace "command="transform"" with this:
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power=>###;### is the number, if that wasn't already evident
The transformation can be reversed like so:
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[State 4001];Revertanim=ifelse(var(1)=3,34001,ifelse(var(2)=1,24001,14001);The characters transformations aren't going to look identical, are they? [State 4001];Varsettype=varsettrigger1=command="untransform"v=1value=ifelse(var(1)=3,2,ifelse(var(1)=2,1,0) [State 4001];Changestatetype=changestatetrigger1=animelem=5;it doesn't have to be five, that's just a placeholdervalue=0;back to standing state
And the power trigger:
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power<=###