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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

 

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