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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) or instance_exists(objCustomDamage) or instance_exists(objEnCustomDamage){
    alarm[11] = 1
} else {
    with objTurnMaster { event_perform(ev_other,ev_user0) }
    with objVarDamage { instance_destroy() }
    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(objFireFx) or instance_exists(objBattleMsg) or instance_exists(objEnCustomDamage){
    alarm[3] = 1
} else {
    if rounds &gt; global.pl_count {
        alarm[11] = 1
        exit
    } else {
        if global.dead[rounds] {
            alarm[3] = 1
            rounds++
            exit
        }
        fire_damage()
        var msg,countered,resist;
        countered = 0
        
        resist = global.fire_resistance[rounds];
        
        dmg = ceil(dmg*(100-30*resist)/100)
        
        if resist !=4 {
            with global.healthbar[rounds] {
                x = xstart
                y = ystart
                path_start(p_shake,6,0,0)
            }
        
            if global.has_psishield[rounds] or global.has_psipshield[rounds] {
                dmg = ceil(dmg/2)
                countered = global.has_psipshield[rounds];
                global.s_shieldlife[rounds]--;
            }
            
            global.custom_dmg = dmg;
            
            var b = instance_create(0,0,objBattleMsg);
            if global.s_shieldlife[rounds] = 0 and (global.has_psishield[rounds] or global.has_psipshield[rounds]) {
                b.strno = 1+countered
                if global.has_psishield[rounds] {
                    b.str[1] = global.s_name[rounds] + "'s psychic shield#   disappeared!"
                } else if global.has_psipshield[rounds] {
                    b.str[1] = global.s_name[rounds] + "'s psychic power shield#   disappeared!"
                }
                if countered {
                    b.str[2] = "...but not before deflecting the attack!"
                }
                global.has_psishield[rounds] = 0
                global.has_psipshield[rounds] = 0
            } else {
                b.strno = countered
                if countered {
                    b.str[1] = "The psychic power shield deflected the attack!"
                }
            }
        
            if dmg &gt;= global.s_hp[rounds] {
                instance_create(0,0,objMortalDamage)
                msg = string(dmg)+" HP of mortal damage#   to "+global.s_name[rounds] + "!"
            } else {
                audio_play_sound(sndbump,0,0)
                msg = string(dmg)+" HP of damage#   to "+global.s_name[rounds] + "!"
            }
            
            global.s_hp[rounds] -= dmg
            b.str[0] = msg;
            
            if countered { random_choser_extra(); instance_create(x,y,objEnCustomDamage) }
        } else {
            failed = 1
            var a = instance_create(0,0,objBattleMsg);
            a.strno = 0
            a.str[0] = "It had no effect on "+global.s_name[rounds] + "!";
        }
    
        alarm[3] = 1
        rounds++
    }
}
</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(objFireFx) or instance_exists(objBattleMsg) or instance_exists(objCustomDamage) {
    alarm[2] = 1
} else {
    if rounds &gt; global.en_count {
        alarm[11] = 1
        exit
    } else {
        if global.enemy[rounds] = 0 {
            alarm[2] = 1
            rounds++
            exit
        }
        fire_damage()
        var msg,countered,resist;
        countered = 0
        
        resist = global.enemy[rounds].fire_resistance;
        
        dmg = ceil(dmg*(100-30*resist)/100)
        
        if resist !=4 {
            if global.enemy[rounds].has_psishield or global.enemy[rounds].has_psipshield {
                dmg = ceil(dmg/2)
                countered = global.enemy[rounds].has_psipshield;
                global.enemy[rounds].shieldlife--;
            }
            
            global.custom_dmg = dmg
            
            var a = instance_create(0,0,objBattleMsg);
            if global.enemy[rounds].shieldlife = 0 and (global.enemy[rounds].has_psishield or global.enemy[rounds].has_psipshield) {
                a.strno = 1+countered
                if global.enemy[rounds].has_psishield {
                    a.str[1] = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name + "'s psychic shield#   disappeared!"
                } else if global.enemy[rounds].has_psipshield {
                    a.str[1] = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name + "'s psychic power shield#   disappeared!"
                }
                if countered {
                    a.str[2] = "...but not before deflecting the attack!"
                }
                global.enemy[rounds].has_psishield = 0
                global.enemy[rounds].has_psipshield = 0
            } else {
                a.strno = countered
                if countered {
                    a.str[1] = "The psychic power shield deflected the attack!"
                }
            }
            
            with global.enemy[rounds] { alarm[1] = 2 }
            
            global.enemy[rounds].e_hp -= dmg;
            a.str[0] = string(dmg)+" HP of damage#   to "+global.enemy[rounds].e_art + global.enemy[rounds].e_name + "!"
            
            if countered { instance_create(x,y,objCustomDamage) }
            
            instance_create(0,0,objHitEffect)
        } else {
            failed = 1
            var a = instance_create(0,0,objBattleMsg);
            a.strno = 0
            a.str[0] = "It had no effect on "+global.enemy[rounds].e_art + global.enemy[rounds].e_name + "!"
        }
       
        rounds++
        alarm[2] = 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
    } 
    with instance_create(0,0,objFireFx) {
        type = objPKFire.type
        backfire = objPKFire.backfire
    }
    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;
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 PK Fire "+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 PK Fire "+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>
