Ok, first of all you have to change both your characters so you can transform into them with state 8000 without any errors. If you didnt modify your char yet you can use the files from my Random Criminal Project, if you changed or made a new char you have to modify it yourself, Here you find information about how to do this.
Next you have to create the move in your Char A (here: Bandit) where the Transform starts, I noted the hit_ja: 300 in standing, walking and defence like normal, the move itsself look like this:
<frame> 300 temp-trans
pic: 0 state: 3 wait: 1 next: 301 centerx: 39 centery: 79
<frame_end>
<frame> 301 temp-trans
pic: 0 state: 3 wait: 1 next: 302 centerx: 39 centery: 79
opoint: #act backtransformer
kind: 1 x: 79 y: 39 action: 350 dvx: 0 dvy: 0 oid: 30 facing: 0
opoint_end:
<frame_end>
<frame> 302 temp-trans
pic: 0 state: 8052 wait: 1 next: 999 centerx: 39 centery: 79
<frame_end>
Nothing special so far, just a move where you opoint the backtransformer and then transform. Now you have to modify Char B (here Julian) where you transform into.
I added an bdy in every frame so the backtransformer can stay with the char while using itr/kind 8
bdy: #placecorrection for backtransformer
kind: 0 x: -5000 y: 1000 w: 10000 h: 500
bdy_end:
you can easily do this while using editors which automatically do this. I used Edit Pad Pro and replaced
<frame_end>
by
bdy: #placecorrection for backtransformer
kind: 0 x: -5000 y: 1000 w: 10000 h: 500
bdy_end:
<frame_end>
Then I attached the itr which should activate the backtransform of CHar B when the backtransformer itsself changes from normal-chasing-char-b to start-transformback, I attached this to standing, walking, running, the heavy-weap frames and defend if I didn't forgot anything:
itr: #start transformback
kind: 8 x: -5000 y: 2000 w: 10000 h: 500 dvx: 350 injury: 0 zwidth: 500
itr_end:
You see the dvx leads to frame 350, there's the backtransform.
<frame> 350 transformback
pic: 0 state: 3 wait: 2 next: 351 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 81
bdy: #delete backtramsformer ONLY if backtransform is started
kind: 0 x: -5000 y: 3000 w: 10000 h: 500
bdy_end:
<frame_end>
<frame> 351 transformback
pic: 0 state: 8030 wait: 1 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 81
<frame_end>
Nothing special again, this bdy there is on y: 3000, it's a mechanism to guarantee that the backtransformer will not be deleted when the transformback-move is not started yet...
Now for the backtransformer itsself:
<frame> 350 backtransformer
pic: 1000 state: 3005 wait: 300 next: 351 dvy: 550
itr: #placecorrection
kind: 8 x: -5000 y: 1000 w: 10000 h: 500 dvx: 350 injury: 0 zwidth: 500
itr_end:
<frame_end>
<frame> 351 backtransformer
pic: 1000 state: 3005 wait: 1 next: 352 dvy: 550
itr: #placecorrection
kind: 8 x: -5000 y: 1000 w: 10000 h: 500 dvx: 351 injury: 0 zwidth: 500
itr_end:
bdy: #start transformback
kind: 0 x: -5000 y: 2000 w: 10000 h: 500
bdy_end:
<frame_end>
<frame> 352 backtransformer
pic: 1000 state: 3005 wait: 1 next: 351 dvy: 550
itr: #delete backtramsformer ONLY if backtransform is started
kind: 8 x: -5000 y: 3000 w: 10000 h: 500 dvx: 353 injury: 0 zwidth: 500
itr_end:
<frame_end>
<frame> 353 delete backtransformer
pic: 1000 state: 3005 wait: 0 next: 1000
<frame_end>
in frame 350 the backtransformer (use bt now) just chase the char b with the itr/kind 8 which reacts on the bdy we added to every frame.
Then when the wait is counted down he moves to frme 351, there you find the bdy which should tell the char B he should transform back now, placecorrection is just for sure he makes a dash in the moment or so, where he cant transform back yet...
The bt switches between two itr/kind 8 all the time - one for placecorrection, one for delete in case the backtransform started. Therefore the wait in the frame 350 of CHar B should be 2 so the bt will definitly be deleted. Well, then when delete-itr-kind8 is activated he goes to a delete-frame. I once used dvx: 1000 but had trouble in some situations, so I prefer this now...
Here's a study example:
Temporary Transformation |
Inspired by MH-Razen