The cleaned up code:
;---------------------------------------------------------------------------
[Statedef 1279, Rocket_Part1_UpAcross]
type = A
movetype = A
physics = N
juggle = 0
poweradd = 0
velset = 0,0
anim = 1265 ; Rocket_Part1_UpAcross
ctrl = 0
sprpriority = 2
;facep2 = 0
[State 1279, AssertSpecial]
type = AssertSpecial
trigger1 = (Time >= 0)
flag = NoShadow
;ignorehitpause =
persistent = 1
[State 1279, Explod_Effect]
type = Explod
trigger1 = (AnimElemTime(1) = 0)
anim = 1264
;id = 1264
pos = -10,0
postype = p1
;facing = 1
;vfacing = 1
bindtime = -1
;vel = 0,0
;accel = 0,0
;random = 0,0
removetime = -2
supermovetime = 0
pausemovetime = 0
;scale = 1,1
sprpriority = 3
;ontop =
;under =
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;trans =
persistent = 0
;supermove =
[State 1279, HitDef]
type = HitDef
trigger1 = (AnimElem = 1)
trigger2 = (AnimElem = 2)
trigger3 = (AnimElem = 3)
trigger4 = (AnimElem = 4)
trigger5 = (AnimElem = 5) ; last frame with 8 ticks
attr = A,SP
hitflag = MAFP
guardflag = MA
;affectteam = E
animtype = Back
air.animtype = Back
fall.animtype = Back
priority = 21,Hit
damage = 1,3
pausetime = 2,2
guard.pausetime = 0,15
;sparkno =
;guard.sparkno =
;sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = High
air.type = Low
;ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
guard.dist = 200
yaccel = 0.5
ground.velocity = -2,-2
guard.velocity = -2
air.velocity = -2,-2
airguard.velocity = -2,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 20
;air.juggle = 0
;mindist = 0,0
;maxdist = 0,0
;snap = 0,0
;p1facing =
p1getp2facing = 0
;p2facing =
;p1stateno =
;p2stateno =
;p2getp1state = 1
;forcestand = 0
fall = 1
;fall.xvelocity =
;fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 60
;fall.damage = 0
air.fall = 1
down.velocity = -2,-2
down.hittime = 20
down.bounce = 1
;id =
;chainID = -1
;nochainID =
hitonce = 0
;kill = 1
;guard.kill = 1
;fall.kill = 1
;numhits = 1
getpower = 0,0
givepower = 0,0
;palfx.time = 0
;palfx.mul =
;palfx.add =
envshake.time = 0
;envshake.freq =
;envshake.ampl =
;envshake.phase =
fall.envshake.time = 0
;fall.envshake.freq =
;fall.envshake.ampl =
;fall.envshake.phase =
ignorehitpause = 0
persistent = 1
[State 1279, VelAdd]
type = VelAdd
trigger1 = (AnimElemTime(5) >= 0)
x = 1 + (Random % 60) ; for 8 ticks then animtime = 0
y = 0
;ignorehitpause =
;persistent =
[State 1279, ChangeState]
type = ChangeState
trigger1 = (AnimTime = 0)
value = 1280
ctrl = 0
;anim =
;ignorehitpause =
;persistent =
;---------------------------------------------------------------------------
[Statedef 1280, Rocket_Part2_DiveDown]
type = A
movetype = A
physics = N
juggle = 0
poweradd = 0
velset = 0,0
anim = 1266 ; Rocket_Part2_DiveDown
ctrl = 0
sprpriority = 2
;facep2 = 0
[State 1280, AssertSpecial]
type = AssertSpecial
trigger1 = (Time >= 0)
flag = NoShadow
;ignorehitpause =
persistent = 1
[State 1280, HitDef]
type = HitDef
trigger1 = (AnimElem = 1)
trigger2 = (AnimElem = 2)
trigger3 = (AnimElem = 3)
trigger4 = (AnimElem = 4)
trigger5 = (AnimElem = 5) ; 2nd last frame
attr = A,SP
hitflag = MAFP
guardflag = MA
;affectteam = E
animtype = Back
air.animtype = Back
fall.animtype = Back
priority = 21,Hit
damage = 1,3
pausetime = 2,2
guard.pausetime = 0,15
;sparkno =
;guard.sparkno =
;sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = High
air.type = Low
;ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
guard.dist = 200
yaccel = 0.5
ground.velocity = -2,-2
guard.velocity = -2
air.velocity = -2,-2
airguard.velocity = -2,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 20
;air.juggle = 0
;mindist = 0,0
;maxdist = 0,0
;snap = 0,0
;p1facing =
p1getp2facing = 0
;p2facing =
;p1stateno =
;p2stateno =
;p2getp1state = 1
;forcestand = 0
fall = 1
;fall.xvelocity =
;fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 60
;fall.damage = 0
air.fall = 1
down.velocity = -2,-2
down.hittime = 20
down.bounce = 1
;id =
;chainID = -1
;nochainID =
hitonce = 0
;kill = 1
;guard.kill = 1
;fall.kill = 1
;numhits = 1
getpower = 0,0
givepower = 0,0
;palfx.time = 0
;palfx.mul =
;palfx.add =
envshake.time = 0
;envshake.freq =
;envshake.ampl =
;envshake.phase =
fall.envshake.time = 0
;fall.envshake.freq =
;fall.envshake.ampl =
;fall.envshake.phase =
ignorehitpause = 0
persistent = 1
[State 1280, Explosion]
type = Helper
trigger1 = (AnimElem = 6) ; last frame
;helpertype = normal ;player
name = "Explosion"
id = 1293
stateno = 1293
pos = 0,5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =
;size.ground.back =
;size.ground.front =
;size.air.back =
;size.air.front =
;size.height =
;size.proj.doscale =
;size.head.pos = ,
;size.mid.pos = ,
;size.shadowoffset =
ignorehitpause = 1
persistent = 0
[State 1280, DestroySelf]
type = DestroySelf
trigger1 = (AnimTime = 0)
;ignorehitpause =
;persistent =
;---------------------------------------------------------------------------
[Statedef 1293, Explosion]
type = A
movetype = A
physics = N
juggle = 0
poweradd = 0
velset = 0,0
anim = 1267 ; Explosion
ctrl = 0
sprpriority = 2 ; front of Character
;facep2 = 0
[State 1293, PosAdd]
type = PosAdd
trigger1 = (AnimElemTime(1) = 0)
x = 130
y = 0
;ignorehitpause =
persistent = 0
[State 1293, AssertSpecial]
type = AssertSpecial
trigger1 = (Time >= 0)
flag = NoShadow
;ignorehitpause =
persistent = 1
[State 1293, HitDef]
type = HitDef
trigger1 = (HitCount < 1) ; allow only 1 hit, all frames has CLSN1
attr = A,SP
hitflag = MAFDP
guardflag = MA
;affectteam = E
animtype = Up
air.animtype = Up
fall.animtype = Up
priority = 9,Hit
damage = 1,3
pausetime = 2,2
guard.pausetime = 0,20
;sparkno =
;guard.sparkno =
;sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = High
air.type = Low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
guard.dist = 200
yaccel = 0.5
ground.velocity = 0,-12
guard.velocity = -12
air.velocity = 0,-12
airguard.velocity = -12,-12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 20
;air.juggle = 0
;mindist = 0,0
;maxdist = 0,0
;snap = 0,0
;p1facing =
p1getp2facing = 0
;p2facing =
;p1stateno =
;p2stateno =
;p2getp1state = 1
;forcestand = 0
fall = 1
;fall.xvelocity =
;fall.yvelocity = -4.5
fall.recover = 0
;fall.recovertime = 60
;fall.damage = 0
air.fall = 1
down.velocity = 0,-12
down.hittime = 20
down.bounce = 1
;id =
;chainID = -1
;nochainID =
hitonce = 0
;kill = 1
;guard.kill = 1
;fall.kill = 1
;numhits = 1
getpower = 0,0
givepower = 0,0
;palfx.time = 0
;palfx.mul =
;palfx.add =
envshake.time = 0
;envshake.freq = 90
;envshake.ampl = -3
;envshake.phase = 60
fall.envshake.time = 0
;fall.envshake.freq =
;fall.envshake.ampl =
;fall.envshake.phase =
ignorehitpause = 0
persistent = 1
[State 1293, EnvShake]
type = EnvShake
trigger1 = (AnimElem = 1) ; only shake once upon activation, not upon hit
time = 4
freq = 80
ampl = -4
phase = 80
;ignorehitpause =
;persistent =
[State 1293, DestroySelf]
type = DestroySelf
trigger1 = (AnimTime = 0)
;ignorehitpause =
;persistent =
[\code]