In FE8, Myrrh’s Manakete class has separate map sprites for when she transforms with battle animations off. These are stored in the class 0xE by default (Separate from her actual class)
I’m not sure if something like this already exists, but I gave this a try. You can get the *.event and *.lyn.event files from my GitHub repo here: MultiTransformManims. You should be able to insert this via EA in FEBuilder.
With this, you can define a list of entries in the following data format:
Multi Transform List Entry:
+0 | byte | item ID that will trigger transformation
+1 | byte | class ID that will trigger transformation (use 0 for any class)
+2 | byte | class ID to transform into
+3 | byte | padding
+4 | word | pointer to palette for the moving map sprite
Example below the fold...
For example, if I define the data in the following format:
maybe I’ll do something silly with ditto using this. When attacking/defending, transform into the opponent. That way I don’t need to save stats for longer than battle and is cool
You should add BYTE 0x00 to ManimTransformEnt.
Without it, the third byte(padding) would be indeterminate.
Writing over 0xFF 0xFF 0xFF 0xFF, it would be 0xFF, and writing over 0x11 0x22 0x33 0x44, it would be 0x44.
This is dangerous for terminated data, so it is recommended to use 0x00 for sure.