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<object>
  <spriteName>sprPlaceholderEnemy</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>0</depth>
  <persistent>0</persistent>
  <parentName>objEnPar</parentName>
  <maskName>&lt;undefined&gt;</maskName>
  <events>
    <event eventtype="0" enumb="0">
      <action>
        <libid>1</libid>
        <id>604</id>
        <kind>0</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>0</useapplyto>
        <exetype>1</exetype>
        <functionname>action_inherited</functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
      </action>
      <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 info
e_name          = "Boss Enemy"
e_pron          = "it";
e_pron_pos      = "its";
e_pron_obj      = "its";
e_pron_self     = "itself";
e_art           = ""
e_fin           = upper(e_art)+e_name+" dissolved,{ leaving nothing but a putrid stench behind!#@ You spray the place with your Blade(tm) air deodoriser."
e_welcome[1]    = "You approach "+e_art+e_name+"!"
e_welcome[2]    = "You approach "+e_art+e_name+" and "+e_pron_pos+" cohort!"
e_welcome[3]    = "You approach "+e_art+e_name+" and "+e_pron_pos+" cohorts!"
e_description   = "Description."
e_music         = bgmVoidSoot
bg              = 5     // Backgrounds (-1 means no BG)
bg2             = -1
e_last          = 0     // If it's 1, enemies will do action 15 upon death

//Stats
e_hp            = 220;
e_pp            = 20;
e_off           = 17;
e_def           = 16;
e_guts          = 0;
e_speed         = 12;
e_luck          = 1;
e_exp           = 200;
e_money         = 160;
e_drop          = 3;
e_droprate      = 20;   //Out of 100.
e_log_id        = 5;

//Resistances
fire_resistance      = 0   
freeze_resistance    = 4
thunder_resistance   = 4 
hypno_resistance     = 1
paralysis_resistance = 0
flash_resistance     = 0

//Status effects
poison          = 0;
infected        = 0;
crying          = 0;
radiation       = 0;
numb            = 0;
solids          = 0;
strange         = 0;
shocked         = 0;
asleep          = 0;
cantconcentrate = 0;
numb_timer       = 5; sleep_timer       = 5;
conc_timer      = 3;

//Shields
has_shield      = 0;
has_pshield     = 0;
has_psishield   = 0;
has_psipshield  = 0;
shieldlife      = 3;

//Stat related stuff that shouldn't be changed
e_realoff       = e_off;
e_realdef       = e_def;
e_realguts      = e_guts;
e_grd           = 1;
can_turn_around = 0;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="1" 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>global.flag[4] = 1
for (var i=2; i&lt;5; i++){
    if instance_exists(global.enemy[i]) {global.enemy[i].e_hp = 0}
}
</string>
          </argument>
        </arguments>
      </action>
      <action>
        <libid>1</libid>
        <id>604</id>
        <kind>0</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>0</useapplyto>
        <exetype>1</exetype>
        <functionname>action_inherited</functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
      </action>
    </event>
    <event eventtype="7" enumb="14">
      <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>///Solidify
global.custom_msg[0] = upper(e_art)+e_name+" vented a terrible odor!#@ You backed off!"
with instance_create(0,0,objEnCustomBash) {
    attacks = 1
    ailment = 6
    ailmentrate = 100
    nodamage = 1
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" enumb="13">
      <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>///Lower guts
global.custom_msg[0] = upper(e_art)+e_name+" said something utterly nasty!"
with instance_create(0,0,objEnStatDown) {
stat = 2
notpsi = 1
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" enumb="12">
      <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>///Waste turn
global.custom_msg[0] = upper(e_art)+e_name+" is wobbling uncontrollably."
instance_create(0,0,objEnMessage)
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" 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>///Bash
global.custom_msg[0] = upper(e_art)+e_name+choose("'s attack!",
                                               " sent the garbage flying!",
                                               " twisted, bent, and coiled around you!")
instance_create(0,0,objEnAttack)
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" enumb="10">
      <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>///Choose move
event_perform(ev_other,choose(ev_user1,ev_user1,ev_user1,ev_user1,ev_user2,ev_user3,ev_user4,ev_user4))
</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>
    <point>31,30</point>
    <point>32,32</point>
  </PhysicsShapePoints>
</object>
