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<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>audio_play_sound(sndeattack,0,0);
with instance_create(0,0,objBattleMsg) {
    if !global.enemy[enmy].strange {
        strno = 0;
        if global.custom_msg = 0 {
            str[0] = "It's "+global.enemy[enmy].e_art+global.enemy[enmy].e_name+"'s attack!"
        } else {
            str[0] = global.custom_msg[0]
        }
    } else {
        strno = 1;
        str[0] = upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+" is feeling a little strange..."
        if global.custom_msg = 0 {
            str[1] = "It's "+global.enemy[enmy].e_art+global.enemy[enmy].e_name+"'s attack!"
        } else {
            str[1] = global.custom_msg[0]
        }
    }
}
smash = 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(objEnCustomDamage) {
    alarm[11] = 1
} else {
    with objTurnMaster { event_perform(ev_other,ev_user0) }
    instance_destroy()
}
</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>///Basic bash damage - Backfire

if instance_exists(objBattleMsg) {
    alarm[2] = 1
} else {
    var countered = 0;
    random_choser_extra2();
    
    if (random(1100) &lt; global.enemy[enmy].e_guts) {
        instance_create(global.enemy[tgt].x,global.enemy[tgt].y-48,objSMAAAASH)
        dmg = 4*global.enemy[enmy].e_off - global.enemy[tgt].e_def
        smash = 1;
    } else {
        if random(500)&gt;(2*global.enemy[tgt].e_speed - global.enemy[enmy].e_speed) or global.enemy[tgt].asleep or global.enemy[tgt].solids or global.enemy[tgt].numb {
            dmg = 2*global.enemy[enmy].e_off - global.enemy[tgt].e_def
        } else {
            audio_play_sound(snddodge,0,0)
            var a = instance_create(0,0,objBattleMsg);
            a.strno = 0;
            a.str[0] = upper(global.enemy[tgt].e_art) + global.enemy[tgt].e_name+ " dodged swiftly!";
            instance_destroy()
            exit
        }
    }
    
    dmg += choose(1,-1)*ceil(random(dmg*0.25))
    dmg = max(1,dmg)
    dmg = ceil(dmg/global.enemy[tgt].e_grd);
    
    if global.enemy[tgt].has_shield or global.enemy[tgt].has_pshield {
        if smash {
            global.enemy[tgt].shieldlife = 0;
            countered = global.enemy[tgt].has_pshield;
        } else {
            dmg = ceil(dmg/2)
            countered = global.enemy[tgt].has_pshield;
            global.enemy[tgt].shieldlife--;
        }
    }
    
    global.custom_dmg = dmg
    
    var a = instance_create(0,0,objBattleMsg);
    if global.enemy[tgt].shieldlife = 0 and (global.enemy[tgt].has_shield or global.enemy[tgt].has_pshield) {
        a.strno = 1+countered
        if global.enemy[tgt].has_shield {
            a.str[1] = upper(global.enemy[tgt].e_art) + global.enemy[tgt].e_name + "'s shield#   disappeared!";
        } else if global.enemy[tgt].has_pshield {
            a.str[1] = upper(global.enemy[tgt].e_art) + global.enemy[tgt].e_name + "'s power shield#   disappeared!";
        }
        if countered {
            a.str[2] = "...but not before deflecting the attack!"
        }
        global.enemy[tgt].has_shield = 0
        global.enemy[tgt].has_pshield = 0
    } else {
        a.strno = countered
        if countered {
            a.str[1] = "The power shield deflected the attack!"
        }
    }
    
    with global.enemy[tgt] { alarm[1] = 2 }
    
    global.enemy[tgt].e_hp -= dmg;
    a.str[0] = string(dmg)+" HP of damage#   to "+global.enemy[tgt].e_art + global.enemy[tgt].e_name + "!";
    
    if countered { en_random_choser_extra(); instance_create(x,y,objCustomDamage) }
    
    with instance_create(random_range(global.enemy[tgt].x-16,global.enemy[tgt].x+16),
	random_range(global.enemy[tgt].y-16,global.enemy[tgt].y+16),objHitEffect) { visible = 1 }
    
    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>///Basic bash damage

if instance_exists(objBattleMsg) {
    alarm[1] = 1
} else {
    en_random_choser();
    var msg;
    
    if (random(1000) &lt; global.enemy[enmy].e_guts) {
        with instance_create(global.healthbar[tgt].x+30,global.healthbar[tgt].y-24,objSMAAAASH) {
            sprite_index = sprSmash2
        }
        smash = 1
        dmg = 4*global.enemy[enmy].e_off - global.s_def[tgt]
        dmg += choose(1,-1)*ceil(random(dmg*0.25))
    } else {
        if random(500)&gt;(2*global.s_speed[tgt] - global.enemy[enmy].e_speed) or global.s_asleep[tgt] or global.s_solid[tgt] or global.s_numb[tgt] {
            dmg = 2*global.enemy[enmy].e_off - global.s_def[tgt]
            dmg += choose(1,-1)*ceil(random(dmg*0.25))
        } else {
            audio_play_sound(snddodge,0,0)
            var a = instance_create(0,0,objBattleMsg);
            a.strno = 0;
            a.str[0] = global.s_name[tgt] + " dodged swiftly!"
            alarm[11] = 1
            exit
        }
    }
    
    var countered;
    countered = 0
     
    with global.healthbar[tgt] {
        x = xstart
        y = ystart
        path_start(p_shake,6,0,0)
    }
    dmg = max(1,dmg)
    dmg = ceil(dmg/global.s_guard[tgt]);
    
    if global.has_shield[tgt] or global.has_pshield[tgt] {
        if smash {
            global.s_shieldlife[tgt] = 0;
            countered = global.has_pshield[tgt];
        } else {
            dmg = ceil(dmg/2)
            countered = global.has_pshield[tgt];
            global.s_shieldlife[tgt]--;
        }
    }
    
    global.custom_dmg = dmg;
    
    var a = instance_create(0,0,objBattleMsg);
    if global.s_shieldlife[tgt] = 0 and (global.has_shield[tgt] or global.has_pshield[tgt]) {
        a.strno = 1+countered
        if global.has_shield[tgt] {
            a.str[1] = global.s_name[tgt] + "'s shield#   disappeared!"
        } else if global.has_pshield[tgt] {
            a.str[1] = global.s_name[tgt] + "'s power shield#   disappeared!"
        }
        if countered {
            a.str[2] = "...but not before deflecting the attack!"
        }
        global.has_shield[tgt] = 0
        global.has_pshield[tgt] = 0
    } else {
        a.strno = countered
        if countered {
            a.str[1] = "The power shield deflected the attack!"
        }
    }
    
    if dmg &gt;= global.s_hp[tgt] {
        instance_create(0,0,objMortalDamage)
        msg = string(dmg)+" HP of mortal damage#   to "+global.s_name[tgt] + "!"
    } else {
        audio_play_sound(sndbump,0,0)
        msg = string(dmg)+" HP of damage#   to "+global.s_name[tgt] + "!"
    }
    
    global.s_hp[tgt] -= dmg
    a.str[0] = msg;
    
    if countered { instance_create(x,y,objEnCustomDamage) }
    
    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>if instance_exists(objBattleMsg) {
    alarm[0] = 1
} else {
    if (global.enemy[enmy].crying and random(160)&lt;90) or random(160)&lt;10 {
        var a = instance_create(0,0,objBattleMsg);
        a.strno = 0;
        a.str[0] = "Just missed!"
        audio_play_sound(sndmiss,0,0)
        alarm[11] = 1
    } else {
        if global.enemy[enmy].strange and random(100)&lt;50 {
            alarm[2] = 1
        } else {
            alarm[1] = 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>
