<!--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>&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) {
    strno = 0;
    str[0] = upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+" called for help!";
}
failed = 0;
help_enemy1 = 0;
help_enemy2 = 0;
help_enemy3 = 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) {
    alarm[11] = 1
} else {
    with objTurnMaster { event_perform(ev_other,ev_user0) }
    instance_destroy()
}
</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 {
    audio_play_sound(sndhelp,0,0)
    var a = instance_create(0,0,objBattleMsg);
    a.strno = 0;
    if random(256) &lt; 205 and instance_number(objEnemyPar) &lt; 5 {
        if global.en_count &lt; 5 {
            global.en_count++;
        }
        var list;
        list = ds_list_create();
        
        if global.enemy[1] = 0 { ds_list_add(list,1); }
        if global.enemy[2] = 0 { ds_list_add(list,2); }
        if global.enemy[3] = 0 { ds_list_add(list,3); }
        if global.enemy[4] = 0 { ds_list_add(list,4); }
        if global.enemy[5] = 0 { ds_list_add(list,5); }
        
        global.enemy[ds_list_find_value(list, 0)] = (instance_create(irandom_range(32,288),irandom_range(64,144),choose(help_enemy1,help_enemy2,help_enemy3))).id
        global.totalexp += global.enemy[ds_list_find_value(list, 0)].e_exp
        a.str[0] = upper(global.enemy[ds_list_find_value(list, 0)].e_art)+global.enemy[ds_list_find_value(list, 0)].e_name+" joined the battle!";
        ds_list_destroy(list);
    } else {
        failed = 1
    }
    
    if failed {
        a.str[0] = "But nobody came.";
    }
    alarm[11] = 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>
