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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
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[3] = 1
} else {
    if type = 0 {
        var pp;
        pp = irandom_range(5,10)
        failed = 0
        random_choser_extra2()
        var a = instance_create(0,0,objBattleMsg);
        a.strno = 0
        
        if tgt = enmy {
            failed = 2
        } else {
            if global.enemy[tgt].e_pp&gt;= pp {
                global.enemy[enmy].e_pp += pp
                global.enemy[tgt].e_pp -= pp
            } else if global.enemy[tgt].e_pp &gt; 0 and global.enemy[tgt].e_pp &lt; pp {
                pp = global.enemy[tgt].e_pp
                global.enemy[enmy].e_pp += pp
                global.enemy[tgt].e_pp = 0
            } else { 
                failed = 1
            }
        }
        
        if failed = 0 {
            a.str[0] = "Drained "+string(pp)+" PP#   from "+global.enemy[tgt].e_art + global.enemy[tgt].e_name +"!";
        } else if failed = 2 {
            a.str[0] = "It did not work#   on "+ global.enemy[tgt].e_art + global.enemy[tgt].e_name + "!";
        } else {
            a.str[0] = upper(global.target[global._pl].e_art) + global.target[global._pl].e_name + " didn't have any PP!";
        }
        alarm[11] = 1
    } else {
        if rounds &gt; global.en_count {
            alarm[11] = 1
            exit
        } else {
            if global.enemy[rounds] = 0 {
                alarm[3] = 1
                rounds++
                exit
            }
            var pp;
            pp = irandom_range(5,10)
            failed = 0
            
            var a = instance_create(0,0,objBattleMsg);
            a.strno = 0
            
            if rounds = enmy {
                failed = 2
            } else {
                if global.enemy[rounds].e_pp&gt;= pp {
                    global.enemy[enmy].e_pp += pp
                    global.enemy[rounds].e_pp -= pp
                } else if global.enemy[rounds].e_pp &gt; 0 and global.enemy[rounds].e_pp &lt; pp {
                    pp = global.enemy[rounds].e_pp
                    global.enemy[enmy].e_pp += pp
                    global.enemy[rounds].e_pp = 0
                } else { 
                    failed = 1
                }
            }
            
            if failed = 0 {
                a.str[0] = "Drained "+string(pp)+" PP#   from "+global.enemy[rounds].e_art + global.enemy[rounds].e_name +"!";
            } else if failed = 2 {
                a.str[0] = "It did not work#   on "+ global.enemy[rounds].e_art + global.enemy[rounds].e_name + "!";
            } else {
                    a.str[0] = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name + " didn't have any PP!";
            }
            rounds++
            alarm[3] = 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 pp;
        pp = irandom_range(5,10)
        failed = 0
        
        var a = instance_create(0,0,objBattleMsg);
        a.strno = 0
        
        en_random_choser()
        if global.s_pp[tgt]&gt;= pp {
            global.enemy[enmy].e_pp += pp
            global.s_pp[tgt] -= pp
        } else if global.s_pp[tgt] &gt; 0 and global.s_pp[tgt] &lt; pp {
            pp = global.s_pp[tgt]
            global.enemy[enmy].e_pp += pp
            global.s_pp[tgt] = 0
        } else { 
            failed = 1
        }
        
        if failed = 0 {
            a.str[0] = "Drained "+string(pp)+" PP#   from "+global.s_name[tgt]+"!";
        } else {
            a.str[0] = global.s_name[tgt] + " didn't have any PP!";
        }
        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 pp;
            pp = irandom_range(5,10)
            failed = 0
            
            var a = instance_create(0,0,objBattleMsg);
            a.strno = 0
            
            if global.s_pp[rounds]&gt;= pp {
                global.enemy[enmy].e_pp += pp
                global.s_pp[rounds] -= pp
            } else if global.s_pp[rounds] &gt; 0 and global.s_pp[rounds] &lt; pp {
                pp = global.s_pp[rounds]
                global.enemy[enmy].e_pp += pp
                global.s_pp[rounds] = 0
            } else { 
                failed = 1
            }
            
            if failed = 0 {
                a.str[0] = "Drained "+string(pp)+" PP#   from "+global.s_name[rounds]+"!";
            } else {
                a.str[0] = global.s_name[rounds] + " didn't have any PP!";
            }
            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>
