<!--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>0</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>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>///Continue
if !instance_exists(objBattleMsg) {
    if global.s_hp[pl] &lt;= 0 and global.healthbar[pl].hp_actual &lt; 1 {
        skip = 1
    }
    if skip or act[pl] = "none" {
        with objTurnMaster { event_perform(ev_other,ev_user0) }
    } else {
        player_actions();
    }
    instance_destroy()
} else { 
    alarm[11] = 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>///Regeneration
var skill,can_regen;
skill = 0;
can_regen = 0;
chance = 0;
percent = 0;

for (var i = 64; i &gt;= 49; i--) {
    if global.s_skill[pl,i] &gt; 56 and global.s_skill[pl,i] &lt; 61 {
        if global.s_skill_learnt[pl,i] {
            skill = global.s_skill[pl,i]
            break;
        }
    }
}

switch skill {
    case 57:
        chance = 10;
        percent = 3;
        break;
    case 58:
        chance = 13;
        percent = 5;
        break;
    case 59:
        chance = 17;
        percent = 7;
        break;
    case 60:
        chance = 20;
        percent = 9;
        break;
}

if random(100) &lt;= chance {
    can_regen = 1
}

if !can_regen or skill == 0 or global.s_hp[pl] == global.s_hpmax[pl] {
    alarm[11] = 1
    exit
} 

lifeup = ceil(global.s_hpmax[pl]*percent/100)

if global.s_hp[pl] &gt;= 0 {
    global.s_hp[pl] += lifeup
} else {
    if lifeup &gt; global.s_hpmax[pl] {
        global.s_hp[pl] = global.s_hpmax[pl]
    } else {
        global.s_hp[pl] = lifeup
    }
}
audio_play_sound(sndheal1,0,0)
with instance_create(global.healthbar[pl].x,global.healthbar[pl].y,objHealthBarRed) { 
    color = make_color_rgb(8,240,96);
} 
x = global.healthbar[pl].x+30
y = global.healthbar[pl].y

var a = instance_create(0,0,objBattleMsg);
if global.s_hp[pl] == global.s_hpmax[pl]{
    a.str[0] = "Regeneration's effect#   maxed out "+global.s_name[pl] + "'s HP!"
} else {
    a.str[0] = "Regeneration's effect made " + global.s_name[pl] + " recover#   "+string(lifeup)+" HP!"
}


alarm[11] = 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/>
</object>
