Freeslot
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_SILVERCOIN_16
S_SILVERCOIN_17
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_GOLDCOIN_15
S_GOLDCOIN_16
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_BIGLAMP_1
S_SLEEPINGBAKI_1
S_SLEEPINGBAKI_2
S_COINMASTER_1
S_COINMASTER_2
S_COINSIGN_1
S_VALUESIGN_1
S_PRIDEBAKI_1
S_PRIDEBAKI_2
S_PRIDEBAKI_3
S_PRIDEBAKI_4
S_PRIDEBAKI_5
S_PRIDEBAKI_6
S_PRIDEBAKI_7
S_PRIDEBAKI_8
MT_RAPOCOIN
MT_BAKI
MT_SILVERCOIN
MT_GOLDCOIN
MT_BIGLAMP
MT_SLEEPINGBAKI
MT_COINMASTER
MT_COINSIGN
MT_VALUESIGN
MT_PRIDEBAKI
SPR_RAPO
SPR_BAKI
SPR_SLVR
SPR_GLCN
SPR_BLAM
SPR_COLL
SPR_GLCL
SPR_SLEP
SPR_CNSI
SPR_VLSI
SPR_PBKI
SFX_SNOR
SFX_BAKI
SFX_GOLD
SFX_COIN

State S_RAPOCOIN_1
SpriteName = RAPO
SpriteFrame = A
Duration = 3
Next = S_RAPOCOIN_2
Var1 = 0
Var2 = 0

State S_RAPOCOIN_2
SpriteName = RAPO
SpriteFrame = B
Duration = 3
Next = S_RAPOCOIN_3
Var1 = 0
Var2 = 0

State S_RAPOCOIN_3
SpriteName = RAPO
SpriteFrame = C
Duration = 3
Next = S_RAPOCOIN_4
Var1 = 0
Var2 = 0

State S_RAPOCOIN_4
SpriteName = RAPO
SpriteFrame = D
Duration = 3
Next = S_RAPOCOIN_5
Var1 = 0
Var2 = 0

State S_RAPOCOIN_5
SpriteName = RAPO
SpriteFrame = E
Duration = 3
Next = S_RAPOCOIN_6
Var1 = 0
Var2 = 0

State S_RAPOCOIN_6
SpriteName = RAPO
SpriteFrame = F
Duration = 3
Next = S_RAPOCOIN_7
Var1 = 0
Var2 = 0

State S_RAPOCOIN_7
SpriteName = RAPO
SpriteFrame = G
Duration = 3
Next = S_RAPOCOIN_8
Var1 = 0
Var2 = 0

State S_RAPOCOIN_8
SpriteName = RAPO
SpriteFrame = H
Duration = 3
Next = S_RAPOCOIN_9
Var1 = 0
Var2 = 0

State S_RAPOCOIN_9
SpriteName = RAPO
SpriteFrame = I
Duration = 3
Next = S_RAPOCOIN_10
Var1 = 0
Var2 = 0

State S_RAPOCOIN_10
SpriteName = RAPO
SpriteFrame = J
Duration = 3
Next = S_RAPOCOIN_11
Var1 = 0
Var2 = 0

State S_RAPOCOIN_11
SpriteName = RAPO
SpriteFrame = K
Duration = 3
Next = S_RAPOCOIN_12
Var1 = 0
Var2 = 0

State S_RAPOCOIN_12
SpriteName = RAPO
SpriteFrame = L
Duration = 3
Next = S_RAPOCOIN_13
Var1 = 0
Var2 = 0

State S_RAPOCOIN_13
SpriteName = RAPO
SpriteFrame = M
Duration = 3
Next = S_RAPOCOIN_14
Var1 = 0
Var2 = 0

State S_RAPOCOIN_14
SpriteName = RAPO
SpriteFrame = N
Duration = 3
Next = S_RAPOCOIN_15
Var1 = 0
Var2 = 0

State S_RAPOCOIN_15
SpriteName = RAPO
SpriteFrame = O
Duration = 3
Next = S_RAPOCOIN_16
Var1 = 0
Var2 = 0

State S_RAPOCOIN_16
SpriteName = RAPO
SpriteFrame = P
Duration = 3
Next = S_RAPOCOIN_1
Var1 = 0
Var2 = 0

State S_RAPOCOIN_17
SpriteName = RAPO
SpriteFrame = Q
Duration = 5
Action = A_RingBox
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_SILVERCOIN_1
SpriteName = SLVR
SpriteFrame = A
Duration = 4
Next = S_SILVERCOIN_2
Var1 = 0
Var2 = 0

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
Next = S_SILVERCOIN_16
Var1 = 0
Var2 = 0

State S_SILVERCOIN_16
SpriteName = NULL
SpriteFrame = A
Duration = 1000
Next = S_SILVERCOIN_17
Var1 = 0
Var2 = 0

State S_SILVERCOIN_17
SpriteName = COLL
SpriteFrame = D
Duration = 3
Action = A_SpawnFreshCopy
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
Next = S_GOLDCOIN_15
Var1 = 0
Var2 = 0

State S_GOLDCOIN_15
SpriteName = NULL
SpriteFrame = A
Duration = 1000
Next = S_GOLDCOIN_16
Var1 = 0
Var2 = 0

State S_GOLDCOIN_16
SpriteName = GLCL
SpriteFrame = D
Duration = 3
Action = A_SpawnFreshCopy
Var1 = 0
Var2 = 0

State S_SLEEPINGBAKI_1
SpriteName = SLEP
SpriteFrame = A
Duration = 24
Next = S_SLEEPINGBAKI_2
Var1 = 0
Var2 = 0

State S_SLEEPINGBAKI_2
SpriteName = SLEP
SpriteFrame = B
Duration = 24
Next = S_SLEEPINGBAKI_1
Action = A_PlaySeeSound
Var1 = 0
Var2 = 0

State S_BIGLAMP_1
SpriteName = BLAM
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0

State S_COINMASTER_1
SpriteName = NULL
SpriteFrame = A
Duration = 1
Action = A_CheckRings
Next = S_COINMASTER_1
Var1 = 500
Var2 = S_COINMASTER_2

State S_COINMASTER_2
SpriteName = NULL
SpriteFrame = A
Duration = -1
Action = A_ForceWin
Var1 = 0
Var2 = 0

State S_COINSIGN_1
SpriteName = CNSI
SpriteFrame = FF_PAPERSPRITE|A
Duration = -1
Var1 = 0
Var2 = 0

State S_VALUESIGN_1
SpriteName = VLSI
SpriteFrame = FF_PAPERSPRITE|A
Duration = -1
Var1 = 0
Var2 = 0

State S_PRIDEBAKI_1
SpriteName = PBKI
SpriteFrame = A
Duration = 3
Next = S_PRIDEBAKI_2
Action = A_FakeGuardChase
Var1 = 0
Var2 = 0

State S_PRIDEBAKI_2
SpriteName = PBKI
SpriteFrame = B
Duration = 3
Next = S_PRIDEBAKI_3
Action = A_FakeGuardChase
Var1 = 0
Var2 = 0

State S_PRIDEBAKI_3
SpriteName = PBKI
SpriteFrame = C
Duration = 3
Next = S_PRIDEBAKI_4
Action = A_FakeGuardChase
Var1 = 0
Var2 = 0

State S_PRIDEBAKI_4
SpriteName = PBKI
SpriteFrame = D
Duration = 3
Next = S_PRIDEBAKI_5
Action = A_FakeGuardChase
Var1 = 0
Var2 = 0

State S_PRIDEBAKI_5
SpriteName = PBKI
SpriteFrame = E
Duration = 3
Next = S_PRIDEBAKI_6
Action = A_FakeGuardChase
Var1 = 0
Var2 = 0

State S_PRIDEBAKI_6
SpriteName = PBKI
SpriteFrame = F
Duration = 3
Next = S_PRIDEBAKI_7
Action = A_FakeGuardChase
Var1 = 0
Var2 = 0

State S_PRIDEBAKI_7
SpriteName = PBKI
SpriteFrame = G
Duration = 3
Next = S_PRIDEBAKI_8
Action = A_FakeGuardChase
Var1 = 0
Var2 = 0

State S_PRIDEBAKI_8
SpriteName = PBKI
SpriteFrame = H
Duration = 3
Next = S_PRIDEBAKI_1
Action = A_FakeGuardChase
Var1 = 0
Var2 = 0

Object MT_RAPOCOIN
#$Name Rapo Coin
#$Sprite RAPOF0
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 = 3014
SpawnState = S_SILVERCOIN_1
SpawnHealth = 1
Radius = 10*FRACUNIT
Height = 20*FRACUNIT
ReactionTime = 1
DeathState = S_SILVERCOIN_12
DeathSound = sfx_coin
FLAGS = MF_SOLID|MF_SPECIAL|MF_NOGRAVITY

Object MT_GOLDCOIN
#$Name Gold Coin
#$Sprite GLCNE0
MapThingNum = 3039
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

Object MT_BAKI
#$Name Baki
#$Sprite BAKIALAR
MapThingNum = 3013
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_BIGLAMP
#$Name Large Lamp
#$Sprite BLAMA0
#$Category Village Scenery
MapThingNum = 3057
SpawnState = S_BIGLAMP_1
SpawnHealth = 1
Radius = 12*FRACUNIT
Height = 180*FRACUNIT
FLAGS = MF_SOLID

Object MT_SLEEPINGBAKI
#$Name Sleeping Baki
#$Sprite SLEPA0
#$Category Village Scenery
MapThingNum = 3049
SpawnState = S_SLEEPINGBAKI_1
SpawnHealth = 1
SeeSound = sfx_snor
Radius = 10*FRACUNIT
Height = 20*FRACUNIT
FLAGS = MF_SCENERY

Object MT_COINMASTER
#$Name Coin Count Checker
#$Sprite RAPOA0
#$Catgeory Village Scenery
MapThingNum = 3050
SpawnState = S_COINMASTER_1
SpawnHealth = 1
Radius = 10*FRACUNIT
Height = 20*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_RUNSPAWNFUNC

Object MT_COINSIGN
#$Name Coin Sign
#$Sprite CNSIA0
#$Catgeory Village Scenery
MapThingNum = 3051
SpawnState = S_COINSIGN_1
SpawnHealth = 1
Radius = 50*FRACUNIT
Height = 100*FRACUNIT
FLAGS = MF_SOLID|MF_SCENERY|MF_PAPERCOLLISION

Object MT_VALUESIGN
#$Name Value Sign
#$Sprite VLSIA0
#$Catgeory Village Scenery
MapThingNum = 3052
SpawnState = S_VALUESIGN_1
SpawnHealth = 1
Radius = 50*FRACUNIT
Height = 150*FRACUNIT
FLAGS = MF_SOLID|MF_SCENERY|MF_PAPERCOLLISION

Object MT_PRIDEBAKI
#$Name Pride Baki
#$Sprite PBKIALAR
MapThingNum = 3053
SpawnHealth = 1
SpawnState = S_PRIDEBAKI_1
SeeState = S_PRIDEBAKI_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