I have a question with RemapPal. is it possible that I can have multiple RemapPal states. if so then am I doing something wrong? the state I am using:
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[Statedef 1050]
type = S
movetype= A
physics = S
juggle = 60
velset = 0,0
ctrl = 0
anim = 1050
poweradd = -3000
sprpriority = 3
[State 0, VelAdd]
type = VelAdd
trigger1 = command =
x = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = animelem= 8
value = 2
[State 0, RemapPal-1]
type = RemapPal
trigger1 = animelem= 8
source = 1,1
dest = 2,1
[State 0, RemapPal-2]
type = RemapPal
trigger1 = animelem= 8
source = 1,2
dest = 2,2
[State 0, RemapPal-3]
type = RemapPal
trigger1 = animelem= 8
source = 1,3
dest = 2,3
[State 0, RemapPal-4]
type = RemapPal
trigger1 = animelem= 8
source = 1,4
dest = 2,4
[State 0, RemapPal-5]
type = RemapPal
trigger1 = animelem= 8
source = 1,5
dest = 2,5
[State 0, RemapPal-6]
type = RemapPal
trigger1 = animelem= 8
source = 1,6
dest = 2,6
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem= 8
value = S10,10
volumescale = 200
[State 240, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -40, -304
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -25,-15
airguard.velocity = -15,-10
air.type = High
air.velocity = -20,-10
air.hittime = 15
air.fall=1
fall=1
fall.recover=1
[State 0, SuperPause]
type = SuperPause
trigger1 = animelem= 7
time = 30
anim = 100
sound = S12,1
pos = 21,-190
movetime = 0
darken = 1
p2defmul = 1
unhittable = 1
[State 0, EnvShake]
type = EnvShake
trigger1 = Movecontact
time = 15
freq = 178
ampl = 6
[State 0, EnvShake]
type = EnvShake
trigger1 = Animelem= 12
time = 15
freq = 178
ampl = 6
[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1