RemapPal Question/Problem

Started by Redkid221, June 05, 2025, 04:20:59 AM

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Redkid221

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:

;--------------------------------------------------------------------------------------------------------------------------------------------
;UL
[Statedef 1050]
type    = S                     
movetype= A                     
physics = S                     
juggle  = 60                     
velset = 0,0                     
ctrl = 0                         
anim = 1050                       
poweradd = -3000                   
sprpriority = 3

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = animelem= 8
value = 2
[State 0, RemapPal]
type = RemapPal
trigger1 = animelem= 8
source = 1,1
dest = 2,1

[State 0, RemapPal]
type = RemapPal
trigger1 = animelem= 8
source = 1,2
dest = 2,2

[State 0, RemapPal]
type = RemapPal
trigger1 = animelem= 8
source = 1,3
dest = 2,3

[State 0, RemapPal]
type = RemapPal
trigger1 = animelem= 8
source = 1,4
dest = 2,4

[State 0, RemapPal]
type = RemapPal
trigger1 = animelem= 8
source = 1,5
dest = 2,5

[State 0, RemapPal]
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 = 24

[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1