Hmm...
You have to set a var in the transforming state: [State 0, VarSet]
type = VarSet
trigger1 = time = 0
var = X
value = 1
Then you have to add this thing into all statedefs:
anim = IfElse(var(X)=1,Y,Z)
Where:
X is the var you set to 1 when it transformed.
Y is the anim when not transformed.
Z is the anim where transformed.
And same thing in HitDefs damage:
damage = IfElse(var(X)=1,100,50)
So, if transformed, it will do 100 damage; if not, it will do 50.
Easy.
Hope that helps.