#The Baki uses LUA_FGC, which is a script from Pipe Towers Revamped. This is
#Open Assets but will need to be credited and linked in the MB post.
#Unfortunately this is a necessity, enemy movement in 2D Mode has been bugged
#for years and simply doesn't work on its own.

Freeslot
S_BAKI_ONGUARD
S_BAKI_FACE
S_BAKI_1
S_BAKI_2
S_BAKI_3
S_BAKI_4
S_BAKI_5
S_BAKI_6
S_BAKI_7
S_BAKI_8
S_BAKI_9
S_BAKI_DEATH
S_RAPOCOIN_1
S_RAPOCOIN_2
S_RAPOCOIN_3
S_RAPOCOIN_4
S_RAPOCOIN_5
S_RAPOCOIN_6
S_RAPOCOIN_7
S_RAPOCOIN_8
S_RAPOCOIN_9
S_RAPOCOIN_10
S_RAPOCOIN_11
S_RAPOCOIN_12
S_RAPOCOIN_13
S_RAPOCOIN_14
S_RAPOCOIN_15
S_RAPOCOIN_16
S_RAPOCOIN_17
S_SILVERCOIN_1
S_SILVERCOIN_2
S_SILVERCOIN_3
S_SILVERCOIN_4
S_SILVERCOIN_5
S_SILVERCOIN_6
S_SILVERCOIN_7
S_SILVERCOIN_8
S_SILVERCOIN_9
S_SILVERCOIN_10
S_SILVERCOIN_11
S_SILVERCOIN_12
S_SILVERCOIN_13
S_SILVERCOIN_14
S_SILVERCOIN_15
S_GOLDCOIN_1
S_GOLDCOIN_2
S_GOLDCOIN_3
S_GOLDCOIN_4
S_GOLDCOIN_5
S_GOLDCOIN_6
S_GOLDCOIN_7
S_GOLDCOIN_8
S_GOLDCOIN_9
S_GOLDCOIN_10
S_GOLDCOIN_11
S_GOLDCOIN_12
S_GOLDCOIN_13
S_GOLDCOIN_14
S_SNOWCRYSTAL_1
S_ICELAMP_1
S_ICEROCK_1
S_SNOWSIGN_1
S_TRIPLEICEROCK_1
MT_RAPOCOIN
MT_SILVERCOIN
MT_GOLDCOIN
MT_BAKI
MT_SNOWCRYSTAL
MT_ICELAMP
MT_ICEROCK
MT_ARROWSIGN
MT_TRIPLEICEROCK
SPR_TRIR
SPR_IROC
SPR_LAMP
SPR_SNSI
SPR_RPCN
SPR_BAKI
SPR_SLVR
SPR_GLCN
SPR_COLL
SPR_SCRY
SPR_GLCL
SFX_COIN
SFX_BAKI
SFX_GOLD

State S_RAPOCOIN_1
SPRITENAME = RPCN
SpriteFrame = A
Duration = 3
Next = S_RAPOCOIN_2
Var1 = 0
Var2 = 0

State S_RAPOCOIN_2
SPRITENAME = RPCN
SpriteFrame = B
Duration = 3
Next = S_RAPOCOIN_3
Var1 = 0
Var2 = 0

State S_RAPOCOIN_3
SPRITENAME = RPCN
SpriteFrame = C
Duration = 3
Next = S_RAPOCOIN_4
Var1 = 0
Var2 = 0

State S_RAPOCOIN_4
SPRITENAME = RPCN
SpriteFrame = D
Duration = 3
Next = S_RAPOCOIN_5
Var1 = 0
Var2 = 0

State S_RAPOCOIN_5
SPRITENAME = RPCN
SpriteFrame = E
Duration = 3
Next = S_RAPOCOIN_6
Var1 = 0
Var2 = 0

State S_RAPOCOIN_6
SPRITENAME = RPCN
SpriteFrame = F
Duration = 3
Next = S_RAPOCOIN_7
Var1 = 0
Var2 = 0

State S_RAPOCOIN_7
SPRITENAME = RPCN
SpriteFrame = G
Duration = 3
Next = S_RAPOCOIN_8
Var1 = 0
Var2 = 0

State S_RAPOCOIN_8
SPRITENAME = RPCN
SpriteFrame = H
Duration = 3
Next = S_RAPOCOIN_9
Var1 = 0
Var2 = 0

State S_RAPOCOIN_9
SPRITENAME = RPCN
SpriteFrame = I
Duration = 3
Next = S_RAPOCOIN_10
Var1 = 0
Var2 = 0

State S_RAPOCOIN_10
SPRITENAME = RPCN
SpriteFrame = J
Duration = 3
Next = S_RAPOCOIN_11
Var1 = 0
Var2 = 0

State S_RAPOCOIN_11
SPRITENAME = RPCN
SpriteFrame = K
Duration = 3
Next = S_RAPOCOIN_12
Var1 = 0
Var2 = 0

State S_RAPOCOIN_12
SPRITENAME = RPCN
SpriteFrame = L
Duration = 3
Next = S_RAPOCOIN_13
Var1 = 0
Var2 = 0

State S_RAPOCOIN_13
SPRITENAME = RPCN
SpriteFrame = M
Duration = 3
Next = S_RAPOCOIN_14
Var1 = 0
Var2 = 0

State S_RAPOCOIN_14
SPRITENAME = RPCN
SpriteFrame = N
Duration = 3
Next = S_RAPOCOIN_15
Var1 = 0
Var2 = 0

State S_RAPOCOIN_15
SPRITENAME = RPCN
SpriteFrame = O
Duration = 3
Next = S_RAPOCOIN_16
Var1 = 0
Var2 = 0

State S_RAPOCOIN_16
SPRITENAME = RPCN
SpriteFrame = P
Duration = 3
Next = S_RAPOCOIN_1
Var1 = 0
Var2 = 0

State S_RAPOCOIN_17
SPRITENAME = RPCN
SpriteFrame = Q
Duration = 5
Action = A_RingBox
Var1 = 0
Var2 = 0

State S_SILVERCOIN_1
SpriteName = SLVR
SpriteFrame = FF_ANIMATE|A
Duration = -1
Next = S_SILVERCOIN_2
Action = A_AttractChase
Var1 = 9
Var2 = 4

State S_SILVERCOIN_2
SpriteName = SLVR
SpriteFrame = B
Duration = 4
Next = S_SILVERCOIN_3
Var1 = 0
Var2 = 0

State S_SILVERCOIN_3
SpriteName = SLVR
SpriteFrame = C
Duration = 4
Next = S_SILVERCOIN_4
Var1 = 0
Var2 = 0

State S_SILVERCOIN_4
SpriteName = SLVR
SpriteFrame = D
Duration = 4
Next = S_SILVERCOIN_5
Var1 = 0
Var2 = 0

State S_SILVERCOIN_5
SpriteName = SLVR
SpriteFrame = E
Duration = 4
Next = S_SILVERCOIN_7
Var1 = 0
Var2 = 0

State S_SILVERCOIN_7
SpriteName = SLVR
SpriteFrame = F
Duration = 4
Next = S_SILVERCOIN_8
Var1 = 0
Var2 = 0

State S_SILVERCOIN_8
SpriteName = SLVR
SpriteFrame = G
Duration = 4
Next = S_SILVERCOIN_9
Var1 = 0
Var2 = 0

State S_SILVERCOIN_9
SpriteName = SLVR
SpriteFrame = H
Duration = 4
Next = S_SILVERCOIN_10
Var1 = 0
Var2 = 0

State S_SILVERCOIN_10
SpriteName = SLVR
SpriteFrame = I
Duration = 4
Next = S_SILVERCOIN_11
Var1 = 0
Var2 = 0

State S_SILVERCOIN_11
SpriteName = SLVR
SpriteFrame = J
Duration = 4
Next = S_SILVERCOIN_1
Var1 = 0
Var2 = 0

State S_SILVERCOIN_12
SpriteName = COLL
SpriteFrame = A
Duration = 3
Action = A_RingBox
Next = S_SILVERCOIN_13
Var1 = 0
Var2 = 0

State S_SILVERCOIN_13
SpriteName = COLL
SpriteFrame = B
Duration = 3
Next = S_SILVERCOIN_14
Var1 = 0
Var2 = 0

State S_SILVERCOIN_14
SpriteName = COLL
SpriteFrame = C
Duration = 3
Next = S_SILVERCOIN_15
Var1 = 0
Var2 = 0

State S_SILVERCOIN_15
SpriteName = COLL
SpriteFrame = D
Duration = 3
Var1 = 0
Var2 = 0

State S_GOLDCOIN_1
SpriteName = GLCN
SpriteFrame = A
Duration = 4
Next = S_GOLDCOIN_2
Var1 = 0
Var2 = 0

State S_GOLDCOIN_2
SpriteName = GLCN
SpriteFrame = B
Duration = 4
Next = S_GOLDCOIN_3
Var1 = 0
Var2 = 0

State S_GOLDCOIN_3
SpriteName = GLCN
SpriteFrame = C
Duration = 4
Next = S_GOLDCOIN_4
Var1 = 0
Var2 = 0

State S_GOLDCOIN_4
SpriteName = GLCN
SpriteFrame = D
Duration = 4
Next = S_GOLDCOIN_5
Var1 = 0
Var2 = 0

State S_GOLDCOIN_5
SpriteName = GLCN
SpriteFrame = E
Duration = 4
Next = S_GOLDCOIN_6
Var1 = 0
Var2 = 0

State S_GOLDCOIN_6
SpriteName = GLCN
SpriteFrame = F
Duration = 4
Next = S_GOLDCOIN_7
Var1 = 0
Var2 = 0

State S_GOLDCOIN_7
SpriteName = GLCN
SpriteFrame = G
Duration = 4
Next = S_GOLDCOIN_8
Var1 = 0
Var2 = 0

State S_GOLDCOIN_8
SpriteName = GLCN
SpriteFrame = H
Duration = 4
Next = S_GOLDCOIN_9
Var1 = 0
Var2 = 0

State S_GOLDCOIN_9
SpriteName = GLCN
SpriteFrame = I
Duration = 4
Next = S_GOLDCOIN_10
Var1 = 0
Var2 = 0

State S_GOLDCOIN_10
SpriteName = GLCN
SpriteFrame = J
Duration = 4
Next = S_GOLDCOIN_1
Var1 = 0
Var2 = 0

State S_GOLDCOIN_11
SpriteName = GLCL
SpriteFrame = A
Duration = 3
Action = A_RingBox
Next = S_GOLDCOIN_12
Var1 = 0
Var2 = 0

State S_GOLDCOIN_12
SpriteName = GLCL
SpriteFrame = B
Duration = 3
Next = S_GOLDCOIN_13
Var1 = 0
Var2 = 0

State S_GOLDCOIN_13
SpriteName = GLCL
SpriteFrame = C
Duration = 3
Next = S_GOLDCOIN_14
Var1 = 0
Var2 = 0

State S_GOLDCOIN_14
SpriteName = GLCL
SpriteFrame = D
Duration = 3
Var1 = 0
Var2 = 0

State S_BAKI_ONGUARD
SpriteName = BAKI
SpriteFrame = A
Duration = 5
Next = S_BAKI_ONGUARD
Action = A_Look
Var1 = 0
Var2 = 0

State S_BAKI_FACE
SpriteName = BAKI
SpriteFrame = A
Duration = 1
Next = S_BAKI_1
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BAKI_1
SpriteName = BAKI
SpriteFrame = A
Duration = 3
Next = S_BAKI_2
Action = A_FakeGuardChase
Var1 = 0
Var2 = 0

State S_BAKI_2
SpriteName = BAKI
SpriteFrame = B
Duration = 3
Next = S_BAKI_3
Action = A_FakeGuardChase
Var1 = 0
Var2 = 0

State S_BAKI_3
SpriteName = BAKI
SpriteFrame = C
Duration = 3
Next = S_BAKI_4
Action = A_FakeGuardChase
Var1 = 0
Var2 = 0

State S_BAKI_4
SpriteName = BAKI
SpriteFrame = D
Duration = 3
Next = S_BAKI_5
Action = A_FakeGuardChase
Var1 = 0
Var2 = 0

State S_BAKI_5
SpriteName = BAKI
SpriteFrame = E
Duration = 3
Next = S_BAKI_6
Action = A_FakeGuardChase
Var1 = 0
Var2 = 0

State S_BAKI_6
SpriteName = BAKI
SpriteFrame = F
Duration = 3
Next = S_BAKI_7
Action = A_FakeGuardChase
Var1 = 0
Var2 = 0

State S_BAKI_7
SpriteName = BAKI
SpriteFrame = G
Duration = 3
Next = S_BAKI_8
Action = A_FakeGuardChase
Var1 = 0
Var2 = 0

State S_BAKI_8
SpriteName = BAKI
SpriteFrame = H
Duration = 3
Next = S_BAKI_1
Action = A_FakeGuardChase
Var1 = 0
Var2 = 0

State S_BAKI_DEATH
SpriteName = BAKI
SpriteFrame = A
Duration = 0
Action = A_Scream
Var1 = 0
Var2 = 0

State S_SNOWCRYSTAL_1
SpriteName = SCRY
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0

State S_ICELAMP_1
SpriteName = LAMP
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0

State S_ICEROCK_1
SpriteName = IROC
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0

State S_SNOWSIGN_1
SpriteName = SNSI
SpriteFrame = A|FF_PAPERSPRITE
Duration = -1
Var1 = 0
Var2 = 0

State S_TRIPLEICEROCK_1
SpriteName = TRIR
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0

Object MT_SNOWCRYSTAL
#$Name Snow Crystal
#$Sprite SCRYA0
#$Category Snow Scenery
MapThingNum = 2023
SpawnState = S_SNOWCRYSTAL_1
SpawnHealth = 1
Radius = 10*FRACUNIT
Height = 20*FRACUNIT
FLAGS = MF_SCENERY

Object MT_ARROWSIGN
#$Name Arrow Sign
#$Sprite SNSIA0
#$Category Snow Scenery
MapThingNum = 2018
SpawnState = S_SNOWSIGN_1
SpawnHealth = 1
Radius = 20*FRACUNIT
Height = 20*FRACUNIT
FLAGS = MF_SCENERY

Object MT_ICEROCK
#$Name Ice Rock
#$Sprite IROCA0
#$Category Snow Scenery
MapThingNum = 2017
SpawnState = S_ICEROCK_1
SpawnHealth = 1
Radius = 20*FRACUNIT
Height = 20*FRACUNIT
FLAGS = MF_SCENERY

Object MT_ICELAMP
#$Name Ice Lamp
#$Sprite LAMPA0
#$Category Snow Scenery
MapThingNum = 2016
SpawnState = S_ICELAMP_1
SpawnHealth = 1
Radius = 10*FRACUNIT
Height = 100*FRACUNIT
FLAGS = MF_SCENERY|MF_SOLID

Object MT_TRIPLEICEROCK
#$Name Triple Ice Rock
#$Sprite TRIRA0
#$Category Snow Scenery
MapThingNum = 2027
SpawnState = S_TRIPLEICEROCK_1
SpawnHealth = 1
Radius = 25*FRACUNIT
Height = 25*FRACUNIT
FLAGS = MF_SOLID|MF_SCENERY

Object MT_BAKI
#$Name Baki
#$Sprite BAKIALAR
MapThingNum = 2013
SpawnHealth = 1
SpawnState = S_BAKI_1
SeeState = S_BAKI_1
Speed = 3
Radius = 25*FRACUNIT
Height = 40*FRACUNIT
DeathState = S_XPLD1
DeathSound = sfx_baki
ReactionTime = 32
Mass = 100
FLAGS = MF_SPECIAL|MF_ENEMY|MF_SHOOTABLE

Object MT_RAPOCOIN
#$Name Rapo Coin
#$Sprite RPCNF0
MapThingNum = 3009
SpawnState = S_RAPOCOIN_1
SpawnHealth = 1
Radius = 20*FRACUNIT
Height = 40*FRACUNIT
ReactionTime = 10
DeathState = S_GOLDCOIN_11
DeathSound = sfx_gold
FLAGS = MF_SOLID|MF_SPECIAL|MF_NOGRAVITY

Object MT_SILVERCOIN
#$Name Silver Coin
#$Sprite SLVRE0
MapThingNum = 2014
SpawnState = S_SILVERCOIN_1
SpawnHealth = 1
Radius = 10*FRACUNIT
Height = 20*FRACUNIT
ReactionTime = 1
Speed = 38*FRACUNIT
DeathState = S_SILVERCOIN_12
DeathSound = sfx_coin
FLAGS = MF_SOLID|MF_SPECIAL|MF_NOGRAVITY

Object MT_GOLDCOIN
#$Name Gold Coin
#$Sprite GLCNE0
MapThingNum = 2039
SpawnState = S_GOLDCOIN_1
SpawnHealth = 1
Radius = 10*FRACUNIT
Height = 20*FRACUNIT
ReactionTime = 5
DeathState = S_GOLDCOIN_11
DeathSound = sfx_coin
FLAGS = MF_SOLID|MF_SPECIAL|MF_NOGRAVITY