<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>&lt;undefined&gt;</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>-2</depth>
  <persistent>0</persistent>
  <parentName>&lt;undefined&gt;</parentName>
  <maskName>&lt;undefined&gt;</maskName>
  <events>
    <event eventtype="0" enumb="0">
      <action>
        <libid>1</libid>
        <id>603</id>
        <kind>7</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>-1</useapplyto>
        <exetype>2</exetype>
        <functionname></functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
        <arguments>
          <argument>
            <kind>1</kind>
            <string>///Basic bash damage
x = global.target[global._pl].x
y = global.target[global._pl].y
smash = 0;

if (random(1100) &lt; global.s_guts[global._pl]) {
    instance_create(global.target[global._pl].x,global.target[global._pl].y-48,objSMAAAASH)
    dmg = 4*global.s_off[global._pl] - global.target[global._pl].e_def
    dmg += choose(1,-1)*ceil(random(dmg*0.25))
    smash = 1;
    event_user(0)
} else {
    if random(500)&gt;(2*global.target[global._pl].e_speed - global.s_speed[global._pl]) or global.target[global._pl].asleep or global.target[global._pl].solids or global.target[global._pl].numb {
        dmg = 2*global.s_off[global._pl] - global.target[global._pl].e_def
        dmg += choose(1,-1)*ceil(random(dmg*0.25))
        event_user(0)
    } else {
        audio_play_sound(snddodge,0,0)
        var a = instance_create(0,0,objBattleMsg);
        a.strno = 0;
        a.str[0] = upper(global.target[global._pl].e_art) + global.target[global._pl].e_name+ " dodged swiftly!"
    }
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" enumb="10">
      <action>
        <libid>1</libid>
        <id>603</id>
        <kind>7</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>-1</useapplyto>
        <exetype>2</exetype>
        <functionname></functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
        <arguments>
          <argument>
            <kind>1</kind>
            <string>var countered;
countered = 0
dmg = max(1,dmg)
dmg = ceil(dmg/global.target[global._pl].e_grd);

if global.target[global._pl].has_shield or global.target[global._pl].has_pshield {
    if smash {
        global.target[global._pl].shieldlife = 0;
        countered = global.target[global._pl].has_pshield;
    } else {
        dmg = ceil(dmg/2)
        countered = global.target[global._pl].has_pshield;
        global.target[global._pl].shieldlife--;
    }
}

global.custom_dmg = dmg

var a = instance_create(0,0,objBattleMsg);
if global.target[global._pl].shieldlife = 0 and (global.target[global._pl].has_shield or global.target[global._pl].has_pshield) {
    a.strno = 1+countered
    if global.target[global._pl].has_shield {
        a.str[1] = upper(global.target[global._pl].e_art) + global.target[global._pl].e_name + "'s shield#   disappeared!"
    } else if global.target[global._pl].has_pshield {
        a.str[1] = upper(global.target[global._pl].e_art) + global.target[global._pl].e_name + "'s power shield#   disappeared!"
    }
    if countered {
        a.str[2] = "...but not before deflecting the attack!"
    }
    global.target[global._pl].has_shield = 0
    global.target[global._pl].has_pshield = 0
} else {
    a.strno = countered
    if countered {
        a.str[1] = "The power shield deflected the attack!"
    }
}

with global.target[global._pl] { alarm[1] = 2 }

global.target[global._pl].e_hp -= dmg;
a.str[0] = string(dmg)+" HP of damage#   to "+global.target[global._pl].e_art + global.target[global._pl].e_name + "!"

if countered { instance_create(x,y,objCustomDamage) }

with instance_create(random_range(global.target[global._pl].x-16,global.target[global._pl].x+16),
		random_range(global.target[global._pl].y-16,global.target[global._pl].y+16),objHitEffect) { visible = 1 }

instance_destroy()
</string>
          </argument>
        </arguments>
      </action>
    </event>
  </events>
  <PhysicsObject>0</PhysicsObject>
  <PhysicsObjectSensor>0</PhysicsObjectSensor>
  <PhysicsObjectShape>0</PhysicsObjectShape>
  <PhysicsObjectDensity>0.5</PhysicsObjectDensity>
  <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
  <PhysicsObjectGroup>0</PhysicsObjectGroup>
  <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
  <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
  <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
  <PhysicsObjectAwake>-1</PhysicsObjectAwake>
  <PhysicsObjectKinematic>0</PhysicsObjectKinematic>
  <PhysicsShapePoints/>
</object>
