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<object>
  <spriteName>&lt;undefined&gt;</spriteName>
  <solid>0</solid>
  <visible>0</visible>
  <depth>-10000</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>audio_play_sound(sndppsi,0,0)
rounds = 1
failed = 0
type = 0
backfire = 0
dmg = 0
b = 0
alarm[0] = 1;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" enumb="11">
      <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>if instance_exists(objBattleMsg) {
    alarm[11] = 1
} else {
    with objTurnMaster { event_perform(ev_other,ev_user0) }
    instance_destroy()
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" enumb="9">
      <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>if instance_exists(objBattleMsg) {
    alarm[9] = 1
} else {
    var a;
    a = instance_create(0,0,objBattleMsg); 
    a.strno = 0;
    a.str[0] = "...But it didn't work very well!"
    alarm[11] = 1
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" enumb="3">
      <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>if instance_exists(objBattleMsg) {
    alarm[3] = 1
} else {
    var msg, list, ailment;
    msg = ""
    ailment = ""
    var a = instance_create(0,0,objBattleMsg);
    a.strno = 0
    var list;
    list = ds_list_create();
    random_choser_extra2()
    
    switch type {
        case 0:
            if global.enemy[tgt].crying { ds_list_add(list,"crying"); }
            if global.enemy[tgt].asleep { ds_list_add(list,"asleep"); }
            break;
        case 1:
            if global.enemy[tgt].crying   { ds_list_add(list,"crying"); }
            if global.enemy[tgt].asleep   { ds_list_add(list,"asleep"); }
            if global.enemy[tgt].poison   { ds_list_add(list,"poison"); }
            if global.enemy[tgt].infected { ds_list_add(list,"infected"); }
            if global.enemy[tgt].strange  { ds_list_add(list,"strange");  }
        case 2:
        case 3:
            if global.enemy[tgt].crying   { ds_list_add(list,"crying"); }
            if global.enemy[tgt].asleep   { ds_list_add(list,"asleep"); }
            if global.enemy[tgt].poison   { ds_list_add(list,"poison"); }
            if global.enemy[tgt].infected { ds_list_add(list,"infected"); }
            if global.enemy[tgt].strange  { ds_list_add(list,"strange");  }
            if global.enemy[tgt].shocked  { ds_list_add(list,"shocked");  }
            if global.enemy[tgt].numb     { ds_list_add(list,"numb");  }
            break;
    }
    
    ds_list_shuffle(list);
    if !ds_list_empty(list) {ailment = ds_list_find_value(list, 0);}
    ds_list_destroy(list);
    
    if ailment != ""{
        switch ailment {
            case "crying":
                global.enemy[tgt].crying = 0
                msg = upper(global.enemy[tgt].e_art) + global.enemy[tgt].e_name + " finally stopped crying!"
                break
            case "asleep":
                global.enemy[tgt].asleep = 0
                msg = upper(global.enemy[tgt].e_art) + global.enemy[tgt].e_name + " woke up!"
                break;
            case "poison":
                global.enemy[tgt].poison = 0
                msg = "The poison was removed from#   " + global.enemy[tgt].e_art + global.enemy[tgt].e_name + "'s body!"
                break;
            case "infected":
                global.enemy[tgt].infected = 0
                msg = "The "+choose("biohazard","infection","infectious agent","pathogen")+" was removed from#   " + global.enemy[tgt].e_art + global.enemy[tgt].e_name + "'s body!"
                break;
            case "strange":
                global.enemy[tgt].strange = 0
                msg = upper(global.enemy[tgt].e_art) + global.enemy[tgt].e_name + " stopped feeling strange!"
                break;
            case "shocked":
                global.enemy[tgt].shocked = 0
                msg = upper(global.enemy[tgt].e_art) + global.enemy[tgt].e_name + " got over the shock!"
                break;
            case "numb":
                global.enemy[tgt].shocked = 0
                msg = "The "+choose("numbness","paralysis")+" faded from#   "+global.enemy[tgt].e_art + global.enemy[tgt].e_name + "'s body!"
                break;  
        }
        a.str[0] = msg
        audio_play_sound(sndheal2,0,0)
    } else {
        a.str[0] = "It had no effect on "+upper(global.enemy[tgt].e_art) + global.enemy[tgt].e_name + "!"
    }
    alarm[11] = 1
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" enumb="2">
      <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>if instance_exists(objBattleMsg) {
    alarm[2] = 1
} else {
    var msg, list, ailment;
    msg = ""
    ailment = ""
    var a = instance_create(0,0,objBattleMsg);
    a.strno = 0
    failed = 0
    var list;
    list = ds_list_create();
    
    switch type {
        case 0:
            if !global.dead[global.target[global._pl]] {
                if global.s_crying[global.target[global._pl]] { ds_list_add(list,"crying"); }
                if global.s_asleep[global.target[global._pl]] { ds_list_add(list,"asleep"); }
            } else {
                failed = 1
            }
            break;
        case 1:
            if !global.dead[global.target[global._pl]] {
                if global.s_crying[global.target[global._pl]]   { ds_list_add(list,"crying"); }
                if global.s_asleep[global.target[global._pl]]   { ds_list_add(list,"asleep"); }
                if global.s_poison[global.target[global._pl]]   { ds_list_add(list,"poison"); }
                if global.s_infected[global.target[global._pl]] { ds_list_add(list,"infected"); }
                if global.s_strange[global.target[global._pl]]  { ds_list_add(list,"strange");  }
            } else {
                failed = 1
            }
            break;
        case 2:
        case 3:
            if !global.dead[global.target[global._pl]] {
                if global.s_crying[global.target[global._pl]]   { ds_list_add(list,"crying"); }
                if global.s_asleep[global.target[global._pl]]   { ds_list_add(list,"asleep"); }
                if global.s_poison[global.target[global._pl]]   { ds_list_add(list,"poison"); }
                if global.s_infected[global.target[global._pl]] { ds_list_add(list,"infected"); }
                if global.s_strange[global.target[global._pl]]  { ds_list_add(list,"strange");  }
                if global.s_shocked[global.target[global._pl]]  { ds_list_add(list,"shocked");  }
                if global.s_numb[global.target[global._pl]]  { ds_list_add(list,"numb");  }
            } else {
                ailment = "death"
            }
            break;
    }
    
    ds_list_shuffle(list);
    if !ds_list_empty(list) {ailment = ds_list_find_value(list, 0);}
    ds_list_destroy(list);
    
    if ailment = "death" and type = 2 {
        failed = (random(4) &lt; 1)
    }
    
    if ailment != "" and !failed {
        switch ailment {
            case "crying":
                global.s_crying[global.target[global._pl]] = 0
                msg = global.s_name[global.target[global._pl]] + " finally stopped crying!"
                break
            case "asleep":
                global.s_asleep[global.target[global._pl]] = 0
                msg = global.s_name[global.target[global._pl]] + " woke up!"
                break;
            case "poison":
                global.s_poison[global.target[global._pl]] = 0
                msg = "The poison was removed from#   " + global.s_name[global.target[global._pl]] + "'s body!"
                break;
            case "infected":
                global.s_infected[global.target[global._pl]] = 0
                msg = "The "+choose("biohazard","infection","infectious agent","pathogen")+" was removed from#   " + global.s_name[global.target[global._pl]] + "'s body!"
                break;
            case "strange":
                global.s_strange[global.target[global._pl]] = 0
                msg = global.s_name[global.target[global._pl]] + " stopped feeling strange!"
                break;
            case "shocked":
                global.s_shocked[global.target[global._pl]] = 0
                msg = global.s_name[global.target[global._pl]] + " got over the shock!"
                break;
            case "numb":
                global.s_shocked[global.target[global._pl]] = 0
                msg = "The "+choose("numbness","paralysis")+" faded from#   "+global.s_name[global.target[global._pl]] + "'s body!"
                break;  
            case "death":
                global.dead[global.target[global._pl]] = 0
                msg = global.s_name[global.target[global._pl]] + choose(" was revived!"," is back!")
                if type = 2 {
                    global.s_hp[global.target[global._pl]] = ceil(global.s_hpmax[global.target[global._pl]]/2)
                } else {
                    global.s_hp[global.target[global._pl]] = global.s_hpmax[global.target[global._pl]]
                }
                break;
        }
        a.str[0] = msg
        with instance_create(global.healthbar[global.target[global._pl]].x,global.healthbar[global.target[global._pl]].y,objHealthBarRed) { 
            color = make_color_rgb(8,240,96);
        } 
        audio_play_sound(sndheal2,0,0)
    } else {
        a.str[0] = "It had no effect on "+global.s_name[global.target[global._pl]] + "!"
    }
    alarm[11] = 1
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" enumb="1">
      <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>if instance_exists(objBattleMsg) {
    alarm[1] = 1
} else {
    if global.s_strange[global._pl] and random(100)&lt;50 {
        backfire = 1
    } 

    if !backfire {
        alarm[2] = 1
    } else {
        alarm[3] = 1 
    }
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" 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>///Damage goes here
var a,b;
a = instance_create(0,0,objBattleMsg);
switch type{
    case 0: b = "["; break;
    case 1: b = "\"; break;
    case 2: b = "]"; break;
    case 3: b = "_"; break;
}

if !global.s_strange[global._pl] {
    a.strno = 0;
    a.str[0] = global.s_name[global._pl] + " tried Healing "+b+"!"
} else {
    a.strno = 1;
    a.str[0] = global.s_name[global._pl] + " is feeling a little strange..."
    a.str[1] = global.s_name[global._pl] + " tried Healing "+b+"!"
}

if !global.s_cantconcentrate[global._pl] {
    alarm[1] = 1
} else {
    alarm[9] = 1
}
</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>
    <point>0,0</point>
    <point>160,160</point>
  </PhysicsShapePoints>
</object>
