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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>backfire = 0
failed = 0
type = 0 // 0 - One; 1 - All
kind = 0 // 0 - shield; 1 - counter; 2 - psi shield; 3 - psi counter
rounds = 1
dmg = 0
alarm[1] = 1
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" enumb="11">
      <action>
        <libid>1</libid>
        <id>203</id>
        <kind>0</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>-1</useapplyto>
        <exetype>1</exetype>
        <functionname>action_kill_object</functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
      </action>
    </event>
    <event eventtype="2" enumb="3">
      <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 {
    if type = 0 {
        var msg,a;
        a = instance_create(0,0,objBattleMsg);
        a.strno = 0
        en_random_choser();
        
        switch kind {
            case 0:
                if !global.has_shield[tgt] {
                    msg = global.s_name[tgt] + "'s body was protected by#   the shield of light!"
                    global.has_shield[tgt]  = 1
                } else {
                    msg = global.s_name[tgt] + "'s shield became stronger!"
                }
                global.has_pshield[tgt]          = 0
                global.has_psishield[tgt]        = 0
                global.has_psipshield[tgt]       = 0
                break;
            case 1:
                if !global.has_pshield[tgt] {
                    msg = global.s_name[tgt] + "'s body was protected by#   the power shield!"
                    global.has_pshield[tgt]  = 1
                } else {
                    msg = global.s_name[tgt] + "'s power shield became stronger!"
                }
                global.has_shield[tgt]          = 0
                global.has_psishield[tgt]        = 0
                global.has_psipshield[tgt]       = 0
                break;
            case 2:
                if !global.has_psishield[tgt] {
                    msg = global.s_name[tgt] + "'s body was protected by#   the psychic shield!"
                    global.has_psishield[tgt]  = 1
                } else {
                    msg = global.s_name[tgt] + "'s psychic shield became stronger!"
                }
                global.has_shield[tgt]          = 0
                global.has_pshield[tgt]        = 0
                global.has_psipshield[tgt]       = 0
                break;
            case 3:
                if !global.has_psipshield[tgt] {
                    msg = global.s_name[tgt] + "'s body was protected by#   the psychic power shield!"
                    global.has_psipshield[tgt]  = 1
                } else {
                    msg = global.s_name[tgt] + "'s psychic power shield became stronger!"
                }
                global.has_shield[tgt]          = 0
                global.has_pshield[tgt]        = 0
                global.has_psishield[tgt]       = 0
                break;
                
        }
        global.s_shieldlife[tgt]         = 3
        
        a.str[0] = msg
        alarm[11] = 1
    } else {
        if rounds &gt; global.pl_count {
            alarm[11] = 1
            exit
        } else {
            if global.dead[rounds] {
                alarm[2] = 1
                rounds++
                exit
            }
            var msg,a;
            a = instance_create(0,0,objBattleMsg);
            a.strno = 0
            switch kind {
                case 0:
                    if !global.has_shield[rounds] {
                        msg = global.s_name[rounds] + "'s body was protected by#   the shield of light!"
                        global.has_shield[rounds]  = 1
                    } else {
                        msg = global.s_name[rounds] + "'s shield became stronger!"
                    }
                    global.has_pshield[rounds]          = 0
                    global.has_psishield[rounds]        = 0
                    global.has_psipshield[rounds]       = 0
                    break;
                case 1:
                    if !global.has_pshield[rounds] {
                        msg = global.s_name[rounds] + "'s body was protected by#   the power shield!"
                        global.has_pshield[rounds]  = 1
                    } else {
                        msg = global.s_name[rounds] + "'s power shield became stronger!"
                    }
                    global.has_shield[rounds]          = 0
                    global.has_psishield[rounds]        = 0
                    global.has_psipshield[rounds]       = 0
                    break;
                case 2:
                    if !global.has_psishield[rounds] {
                        msg = global.s_name[rounds] + "'s body was protected by#   the psychic shield!"
                        global.has_psishield[rounds]  = 1
                    } else {
                        msg = global.s_name[rounds] + "'s psychic shield became stronger!"
                    }
                    global.has_shield[rounds]          = 0
                    global.has_pshield[rounds]        = 0
                    global.has_psipshield[rounds]       = 0
                    break;
                case 3:
                    if !global.has_psipshield[rounds] {
                        msg = global.s_name[rounds] + "'s body was protected by#   the psychic power shield!"
                        global.has_psipshield[rounds]  = 1
                    } else {
                        msg = global.s_name[rounds] + "'s psychic power shield became stronger!"
                    }
                    global.has_shield[rounds]          = 0
                    global.has_pshield[rounds]        = 0
                    global.has_psishield[rounds]       = 0
                    break;
                    
            }
            a.str[0] = msg
            global.s_shieldlife[rounds]         = 3
            rounds++
            alarm[2] = 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 {
    if type = 0 {
        var msg,a;
        a = instance_create(0,0,objBattleMsg);
        a.strno = 0
        random_choser()
        switch kind {
            case 0:
                if !global.enemy[enmy].has_shield {
                    msg = upper(global.enemy[enmy].e_art) + global.enemy[enmy].e_name + "'s body was protected by#   the shield of light!"
                    global.enemy[enmy].has_shield  = 1
                } else {
                    msg = upper(global.enemy[enmy].e_art) + global.enemy[enmy].e_name + "'s shield became stronger!"
                }
                global.enemy[enmy].has_pshield          = 0
                global.enemy[enmy].has_psishield        = 0
                global.enemy[enmy].has_psipshield       = 0
                break;
            case 1:
                if !global.enemy[enmy].has_pshield {
                    msg = upper(global.enemy[enmy].e_art) + global.enemy[enmy].e_name + "'s body was protected by#   the power shield!"
                    global.enemy[enmy].has_pshield  = 1
                } else {
                    msg = upper(global.enemy[enmy].e_art) + global.enemy[enmy].e_name + "'s power shield became stronger!"
                }
                global.enemy[enmy].has_shield          = 0
                global.enemy[enmy].has_psishield        = 0
                global.enemy[enmy].has_psipshield       = 0
                break;
            case 2:
                if !global.enemy[enmy].has_psishield {
                    msg = upper(global.enemy[enmy].e_art) + global.enemy[enmy].e_name + "'s body was protected by#   the psychic shield!"
                    global.enemy[enmy].has_psishield  = 1
                } else {
                    msg = upper(global.enemy[enmy].e_art) + global.enemy[enmy].e_name + "'s psychic shield became stronger!"
                }
                global.enemy[enmy].has_shield          = 0
                global.enemy[enmy].has_pshield        = 0
                global.enemy[enmy].has_psipshield       = 0
                break;
            case 3:
                if !global.enemy[enmy].has_psipshield {
                    msg = upper(global.enemy[enmy].e_art) + global.enemy[enmy].e_name + "'s body was protected by#   the psychic power shield!"
                    global.enemy[enmy].has_psipshield  = 1
                } else {
                    msg = upper(global.enemy[enmy].e_art) + global.enemy[enmy].e_name + "'s psychic power shield became stronger!"
                }
                global.enemy[enmy].has_shield          = 0
                global.enemy[enmy].has_pshield        = 0
                global.enemy[enmy].has_psishield       = 0
                break;
                
        }
        global.enemy[enmy].shieldlife = 3
        
        a.str[0] = msg
        alarm[11] = 1
    } else {
        if rounds &gt; global.en_count {
            alarm[11] = 1
            exit
        } else {
            if global.enemy[rounds] = 0 {
                alarm[2] = 1
                rounds++
                exit
            }
            var msg,a;
            a = instance_create(0,0,objBattleMsg);
            a.strno = 0
            switch kind {
                case 0:
                    if !global.enemy[rounds].has_shield {
                        msg = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name + "'s body was protected by#   the shield of light!"
                        global.enemy[rounds].has_shield  = 1
                    } else {
                        msg = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name + "'s shield became stronger!"
                    }
                    global.enemy[rounds].has_pshield          = 0
                    global.enemy[rounds].has_psishield        = 0
                    global.enemy[rounds].has_psipshield       = 0
                    break;
                case 1:
                    if !global.enemy[rounds].has_pshield {
                        msg = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name + "'s body was protected by#   the power shield!"
                        global.enemy[rounds].has_pshield  = 1
                    } else {
                        msg = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name + "'s power shield became stronger!"
                    }
                    global.enemy[rounds].has_shield          = 0
                    global.enemy[rounds].has_psishield        = 0
                    global.enemy[rounds].has_psipshield       = 0
                    break;
                case 2:
                    if !global.enemy[rounds].has_psishield {
                        msg = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name + "'s body was protected by#   the psychic shield!"
                        global.enemy[rounds].has_psishield  = 1
                    } else {
                        msg = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name + "'s psychic shield became stronger!"
                    }
                    global.enemy[rounds].has_shield          = 0
                    global.enemy[rounds].has_pshield        = 0
                    global.enemy[rounds].has_psipshield       = 0
                    break;
                case 3:
                    if !global.enemy[rounds].has_psipshield {
                        msg = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name + "'s body was protected by#   the psychic power shield!"
                        global.enemy[rounds].has_psipshield  = 1
                    } else {
                        msg = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name + "'s psychic power shield became stronger!"
                    }
                    global.enemy[rounds].has_shield          = 0
                    global.enemy[rounds].has_pshield        = 0
                    global.enemy[rounds].has_psishield       = 0
                    break;
                    
            }
            a.str[0] = msg
            global.enemy[rounds].shieldlife = 3
            rounds++
            alarm[2] = 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>if backfire { alarm[3] = 1 } else { alarm[2] = 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>
