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<object>
  <spriteName>&lt;undefined&gt;</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>-999999</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>if global.enemy[1] != 0 {
    x = global.enemy[1].x
    y = global.enemy[1].y
    tgt = 1
} else if global.enemy[2] != 0 {
    x = global.enemy[2].x
    y = global.enemy[2].y
    tgt = 2
} else if global.enemy[3] != 0 {
    x = global.enemy[3].x
    y = global.enemy[3].y
    tgt = 3
} else if global.enemy[4] != 0 {
    x = global.enemy[4].x
    y = global.enemy[4].y
    tgt = 4
} else if global.enemy[5] != 0 {
    x = global.enemy[5].x
    y = global.enemy[5].y
    tgt = 5
}

ok = 0;
alarm[0] = 1
blink = 0
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="1" 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>if global.enemy[1] != 0 { global.enemy[1].visible = 1 }
if global.enemy[2] != 0 { global.enemy[2].visible = 1 }
if global.enemy[3] != 0 { global.enemy[3].visible = 1 }
if global.enemy[4] != 0 { global.enemy[4].visible = 1 }
if global.enemy[5] != 0 { global.enemy[5].visible = 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>ok = 1
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="3" 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>///Keyboard controls
if ok {
    if keyboard_check_pressed(global.kb_back) {
        if global.enemy[1] != 0 { global.enemy[1].visible = 1 }
        if global.enemy[2] != 0 { global.enemy[2].visible = 1 }
        if global.enemy[3] != 0 { global.enemy[3].visible = 1 }
        if global.enemy[4] != 0 { global.enemy[4].visible = 1 }
        if global.enemy[5] != 0 { global.enemy[5].visible = 1 }
        if instance_exists(objSkillsMenu) {
            with objSkillsMenu { alarm[0] = 1 }
        } else if instance_exists(objBattleInv) {
            with objBattleInv { alarm[0] = 1 }
        } else {
            with objBattleController { alarm[5] = 1 }
        }
        ok = 0
        audio_play_sound(sndback,0,0)
        instance_destroy();
    } else if keyboard_check_pressed(global.kb_choose) {
        if global.enemy[1] != 0 { global.enemy[1].visible = 1 }
        if global.enemy[2] != 0 { global.enemy[2].visible = 1 }
        if global.enemy[3] != 0 { global.enemy[3].visible = 1 }
        if global.enemy[4] != 0 { global.enemy[4].visible = 1 }
        if global.enemy[5] != 0 { global.enemy[5].visible = 1 }
        global.target[objBattleController._turn] = global.enemy[tgt];
        if objBattleController._turn &gt; global.pl_count-1 {
            with objTurnMaster { event_user(2) }
            turn = 1
            with objBattleController { in_battle = 1; ok = 1; }
        } else {
            with objBattleController { ok = 1; _turn++; cursor_x = _x[1]; cursor_y = _y[1] }
        }
        with objBattleInv { instance_destroy() }
        with objSkillsMenu { instance_destroy() }
        ok = 0
        audio_play_sound(sndchoose,0,0)
        instance_destroy();
    } else if keyboard_check_pressed(vk_left) {
        if global.enemy[1] != 0 { global.enemy[1].visible = 1 }
        if global.enemy[2] != 0 { global.enemy[2].visible = 1 }
        if global.enemy[3] != 0 { global.enemy[3].visible = 1 }
        if global.enemy[4] != 0 { global.enemy[4].visible = 1 }
        if global.enemy[5] != 0 { global.enemy[5].visible = 1 }
        
        if global.en_count = 2 {
            if tgt = 1 and global.enemy[2] != 0 {
                tgt = 2
            } else if tgt = 2 and global.enemy[1] != 0 {
                tgt = 1
            } 
        } else if global.en_count = 3 {
            if tgt = 1 { if global.enemy[2] != 0 {tgt = 2} else if global.enemy[3] != 0  {tgt = 3} }
            else if tgt = 3 { if global.enemy[1] != 0 {tgt = 1} else if global.enemy[2] != 0  {tgt = 2} }
            else if tgt = 2 { if global.enemy[3] != 0 {tgt = 3} else if global.enemy[1] != 0  {tgt = 1} }
        } else if global.en_count = 4 {
            if tgt = 1 { if global.enemy[4] != 0 {tgt = 4} else if global.enemy[3] != 0 {tgt = 3} else if global.enemy[2] != 0 {tgt = 2} }
            else if tgt = 2 { if global.enemy[1] != 0 {tgt = 1} else if global.enemy[4] != 0 {tgt = 4} else if global.enemy[3] != 0 {tgt = 3} }
            else if tgt = 3 { if global.enemy[2] != 0 {tgt = 2} else if global.enemy[1] != 0 {tgt = 1} else if global.enemy[4] != 0 {tgt = 4} }
            else if tgt = 4 { if global.enemy[3] != 0 {tgt = 3} else if global.enemy[2] != 0 {tgt = 2} else if global.enemy[1] != 0 {tgt = 1} }
        } else if global.en_count = 5 {
        //      2       3
        //  4       1       5
            if tgt = 1 { if global.enemy[2] != 0 {tgt = 2} else if global.enemy[4] != 0 {tgt = 4} else if global.enemy[5] != 0 {tgt = 5} else if global.enemy[3] != 0 {tgt = 3} }
            else if tgt = 2 { if global.enemy[4] != 0 {tgt = 4} else if global.enemy[5] != 0 {tgt = 5} else if global.enemy[3] != 0 {tgt = 3} else if global.enemy[1] != 0 {tgt = 1} }
            else if tgt = 3 { if global.enemy[1] != 0 {tgt = 1} else if global.enemy[2] != 0 {tgt = 2} else if global.enemy[4] != 0 {tgt = 4} else if global.enemy[5] != 0 {tgt = 5} }
            else if tgt = 4 { if global.enemy[5] != 0 {tgt = 5} else if global.enemy[3] != 0 {tgt = 3} else if global.enemy[1] != 0 {tgt = 1} else if global.enemy[2] != 0 {tgt = 2} }
            else if tgt = 5 { if global.enemy[3] != 0 {tgt = 3} else if global.enemy[1] != 0 {tgt = 1} else if global.enemy[2] != 0 {tgt = 2} else if global.enemy[4] != 0 {tgt = 4} }
        }
    
        audio_play_sound(sndselect,0,0)
    } else if keyboard_check_pressed(vk_right) {
        if global.enemy[1] != 0 { global.enemy[1].visible = 1 }
        if global.enemy[2] != 0 { global.enemy[2].visible = 1 }
        if global.enemy[3] != 0 { global.enemy[3].visible = 1 }
        if global.enemy[4] != 0 { global.enemy[4].visible = 1 }
        if global.enemy[5] != 0 { global.enemy[5].visible = 1 }
    
        if global.en_count = 2 {
            if tgt = 1 and global.enemy[2] != 0 {
                tgt = 2
            } else if tgt = 2 and global.enemy[1] != 0 {
                tgt = 1
            } 
        } else if global.en_count = 3 {
            if tgt = 1 { if global.enemy[3] != 0 {tgt = 3} else if global.enemy[2] != 0  {tgt = 2} }
            else if tgt = 3 { if global.enemy[2] != 0 {tgt = 2} else if global.enemy[1] != 0  {tgt = 1} }
            else if tgt = 2 { if global.enemy[1] != 0 {tgt = 1} else if global.enemy[3] != 0  {tgt = 3} }
        } else if global.en_count = 4 {
            if tgt = 1 { if global.enemy[2] != 0 {tgt = 2} else if global.enemy[3] != 0 {tgt = 3} else if global.enemy[4] != 0 {tgt = 4} }
            else if tgt = 2 { if global.enemy[3] != 0 {tgt = 3} else if global.enemy[4] != 0 {tgt = 4} else if global.enemy[1] != 0 {tgt = 1} }
            else if tgt = 3 { if global.enemy[4] != 0 {tgt = 4} else if global.enemy[1] != 0 {tgt = 1} else if global.enemy[2] != 0 {tgt = 2} }
            else if tgt = 4 { if global.enemy[1] != 0 {tgt = 1} else if global.enemy[2] != 0 {tgt = 2} else if global.enemy[3] != 0 {tgt = 3} }
        } else if global.en_count = 5 {
        //      2       3
        //  4       1       5
            if tgt = 1 { if global.enemy[3] != 0 {tgt = 3} else if global.enemy[5] != 0 {tgt = 5} else if global.enemy[4] != 0 {tgt = 4} else if global.enemy[2] != 0 {tgt = 2} }
            else if tgt = 2 { if global.enemy[1] != 0 {tgt = 1} else if global.enemy[3] != 0 {tgt = 3} else if global.enemy[5] != 0 {tgt = 5} else if global.enemy[4] != 0 {tgt = 4} }
            else if tgt = 3 { if global.enemy[5] != 0 {tgt = 5} else if global.enemy[4] != 0 {tgt = 4} else if global.enemy[2] != 0 {tgt = 2} else if global.enemy[1] != 0 {tgt = 1} }
            else if tgt = 4 { if global.enemy[2] != 0 {tgt = 2} else if global.enemy[1] != 0 {tgt = 1} else if global.enemy[3] != 0 {tgt = 3} else if global.enemy[5] != 0 {tgt = 5} }
            else if tgt = 5 { if global.enemy[4] != 0 {tgt = 4} else if global.enemy[2] != 0 {tgt = 2} else if global.enemy[1] != 0 {tgt = 1} else if global.enemy[3] != 0 {tgt = 3} }
        }
    
        audio_play_sound(sndselect,0,0)
    } 
}
</string>
          </argument>
        </arguments>
      </action>
      <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 ok {
    with global.enemy[tgt] {
        visible = abs(visible-1)
    }
}
//blink++
//if blink &gt; 1 {blink = 0}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="8" 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>draw_set_alpha(1)
draw_set_font(global.thenfont)
draw_set_halign(fa_left)
draw_set_color(c_white)
draw_window(168+v_offset,48,18,4)
draw_text(176+v_offset,57,"To "+global.enemy[tgt].e_art+global.enemy[tgt].e_name)
</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>18,17</point>
    <point>10,10</point>
  </PhysicsShapePoints>
</object>
