Yep, transformations in Mugen were never an easy thing to do (they are way easier in OpenBOR and easier in Ikemen)
But it still can be done - you just need to check the enemy name and use it to redirect the enemy to a new animation
This is one example I use on Spec Ops - Our version of Gill has two different animations, based on which direction he is facing (like he had in SF3).
Later we move this to a simple palette change, but this is how we did
Code:
[State 806, 1]
type = ChangeAnim2
trigger1 = !(Time)
value = 806+(Name="G Project")*(Facing=-1)*500000
Works like that:
if the enemy name isn't "G Project", it will use the animation 806.
But if it is, depending on which side it is facing, it will use the animation 500806 (hence why you have 50000 on the code, its a neat math trick)
In your case, you can use something simpler:
Let's say your variable which controls the 2nd form is var(20).
Instead of using a random number like 1, set it to a high number like 50000.
So all your new animations number will be the original number + 50000, like this:
And so on...
So you would to this:
Code:
[State 806, 1]
type = ChangeAnim2
trigger1 = !(Time)
value = 806+var(20)
(Assuming your being thrown animation is 806)