<!--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>parLastAction</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>command = -1; // -1 - Random, 0 - Bash, 1 - Goods, 2 - Run, 3 - Guard, 4 - PSI, 5 - Special
tgt = 0
alarm[0] = 1;
</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(objBattleMsg) {
    alarm[2] = 1
} else {
    with objTurnMaster { event_perform(ev_other,ev_user0) }
    instance_destroy()
}
</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 {
    var stolenmove,movename;
    if command == -1 {
        if random(100) &lt; 80 {
            stolenmove = choose(0,1,4)
        } else {
            stolenmove = choose(2,3,5)
        }
    } else {
        stolenmove = command
    }
    switch stolenmove {
        case 0:
            movename = "normal attack has";
            objBattleController.no_bash[tgt] = 1
            break;
        case 1:
            movename = "goods have"
            objBattleController.no_goods[tgt] = 1
            break;
        case 2:
            movename = "ability to run away has"
            objBattleController.no_run[tgt] = 1
            break;
        case 3:
            movename = "ability to guard has"
            objBattleController.no_guard[tgt] = 1
            break;
        case 4:
            movename = iff(global.psiuser[tgt],"PSI","skills") + " have"
            objBattleController.no_psi[tgt] = 1
            break;
        case 5:
            movename = "special ability has"
            objBattleController.no_special[tgt] = 1
            break;
    }
    audio_play_sound(sndailment,0,0); 
    var a = instance_create(0,0,objBattleMsg);
    a.str[0] = global.s_name[tgt]+"'s "+ movename +" been taken away#   until the next turn!"
    alarm[2] = 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>audio_play_sound(sndeattack,0,0);
en_random_choser();
var a =  instance_create(0,0,objBattleMsg);
    if !global.enemy[enmy].strange {
        if global.custom_msg = 0 {
            a.str[0] = upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+" tried to steal#   one of "+global.s_name[tgt]+"'s moves!"
        } else {
            a.str[0] = global.custom_msg[0]
        }
    } else {
        a.str[0] = upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+" is feeling a little strange..."
        if global.custom_msg = 0 {
            a.str[1] = upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+" tried to steal#   one of "+global.s_name[tgt]+"'s moves!"
        } else {
            a.str[1] = global.custom_msg[0]
        }
    }

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>
