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<object>
  <spriteName>sprHotSpring</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>-99999</depth>
  <persistent>0</persistent>
  <parentName>objWater</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>active = 0
done = 0
timer = 1
depth = -9999999
</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>if place_meeting(x,y,objPlayer) {
    if active = 0 { active = 1; timer = 0 }
    if timer &lt; 5*room_speed {
        if !ie(parDeactivator) and !global.cutscene {
            timer++
        }
    } else if done = 0 {
        done = 1
        audio_play_sound(sndheal2,0,0)
        var a = instance_create(0,0,objTextBox);
        a.strno = 0
        if global.pl_count &lt; 2 {
            a.str[0] = "@ Relaxing in the hot spring made " + global.s_name[1] + " feel alive again."
        } else {
            a.str[0] = "@ Relaxing in the hot spring made " + global.s_name[1] + "'s party feel alive again."
        }
        objPlayer.speed = 0
        for (var i=1;i&lt;global.pl_count+1;i++){
            global.s_poison[i] = 0;
            global.s_infected[i] = 0;
            global.s_numb[i] = 0;
            global.s_strange[i] = 0;
            global.s_hp[i] = global.s_hpmax[i]
            global.s_pp[i] = global.s_ppmax[i]
            global.dead[i] = 0;
        }
    }
} else {
    active = 0
    done = 0
    if timer &gt; 0 { timer-- }
}
</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>if visible { draw_self() }

if active or timer &gt; 0 {
    draw_set_alpha(timer/600)
    draw_set_color(make_color_rgb(255,222,255))
    draw_rectangle(view_xview,view_yview,view_xview+426,view_yview+240,0)
    draw_set_color(c_white)
}
</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>8,8</point>
  </PhysicsShapePoints>
</object>
