<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<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          = "Template"// Its name, wow.
e_pron          = "it";     // Personal
e_pron_pos      = "its";    // Posessive
e_pron_obj      = "its";    // Object (not very useful
e_pron_self     = "itself"; // Reflexive
e_art           = "the "    // Remember to place the trailing space. Can be just an empty string if you want, that doesn't require the space.
e_fin           = upper(e_art)+e_name+" became tame!"   // The message shown when you kill it.
e_welcome[1]    = "You encounter " + e_art+e_name+"."   // The message shown when you encounter it alone.
e_welcome[2]    = "You encounter " + e_art+e_name+" and "+e_pron_pos+" cohort."     // The message shown when you encounter it with a partner.
e_welcome[3]    = "You encounter " + e_art+e_name+" and "+e_pron_pos+" cohorts."    // The message shown when you encounter it with two or more partners.
e_description   = ""        // Enemy's description, can be used in spy-type skills or whatever.
e_music         = noone     // Battle theme. A gamemaker sound index. Use noone if you want it to be silent.
bg              = 0     // Battle background. It is an init_background index.
bg2             = -1    // Same as before but it appears in front of the first bg. Great for layering. Using a value -1 will not draw anything.
e_last          = 0     // If it's 1, enemies will do action 15 upon death

//Stats
e_hp            = 1;
e_pp            = 1;
e_off           = 1;    // Offense
e_def           = 1;    // Defense
e_guts          = 1;
e_speed         = 1;
e_luck          = 1;
e_exp           = 1;    
e_money         = 1;    // Money drop. This is disabled, but you can enable it again by changing things in objBattleKiller.
e_drop          = 0;    // Item that the enemy drops when it's killed. It is an init_items index.
e_droprate      = 0;    // Chance to drop the item. Out of 100

//Resistances
fire_resistance      = 0   // Resistances are 0: no resistance to 4: immune. Can be negative if you want weaknesses.
freeze_resistance    = 0
thunder_resistance   = 0 
hypno_resistance     = 0
paralysis_resistance = 0
flash_resistance     = 0

//Status effects
poison          = 0;    // Set any of these to 1 if you want the enemy to spawn with an affliction.
infected        = 0;
crying          = 0;
radiation       = 0;
numb            = 0;
solids          = 0;
strange         = 0;
shocked         = 0;
asleep          = 0;
cantconcentrate = 0;

//Effect timers
numb_timer      = 5;    // How many turns the enemy will be numb if you set it to spawn numb
sleep_timer     = 5;    // How many turns the enemy will be asleep if you set it to spawn asleep
conc_timer      = 3;    // How many turns the enemy will be being unable to concentrate if you set it to spawn being unable to concentrate

//Shields
has_shield      = 0;    // Set any of these to 1 if you want the enemy to spawn with a shield. 
has_pshield     = 0;    // Normally you can only have one shield at a time, but it might be fun to play around with this by giving an enemy more that one shield.
has_psishield   = 0;
has_psipshield  = 0;

//Shield life
shieldlife      = 3;    // The strength of the starting shield. Since it's normal to only have only shield, if you gave multiple shields to an enemy, they'll deplete at the same time.

//Stat related stuff that shouldn't be changed
e_realoff       = e_off;
e_realdef       = e_def;
e_realguts      = e_guts;
e_grd           = 1;    // You CAN actually change this to 2 if you want the enemy to spawn in guard. Quite useless, since it's reset to 1 every turn.
                        // Just don't set this to zero, or you'll break it.
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" enumb="25">
      <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>///Last action
//If e_last is 1 then this event will be triggered. Study how objExplodeOnDefeat works
//to add your own custom finishers.
instance_create(0,0,objExplodeOnDefeat)
</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
// Leave this out and the attack will use a default message.
global.custom_msg[0] = upper(e_art)+e_name+"'s attack!" 
// You can use anything you want from the Battle System/Attacks/By an enemy folder here.
// The rule is not to use anything that ends in "Damage" though.
// For example, if you want a freeze attack, change objEnCustomBash to objEnFreeze.
// You can also use the "with" keybord to change how some attacks behave. objEnCustomBash has many options you can use.
// You can use the type variable with PSI attacks to change their tier, like so:
// with ic(0,0,objEnFreeze) { type = 2 }
// ^ This will trigger Freeze gamma.
ic(0,0,objEnCustomBash) 
</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
//You can do whatever you want here, like giving the enemy a specific
//set of actions should some conditions apply, like it having less than an
//specific amount of HP or whatever.
//Usually you'll just choose from a list of User Events, though. Like so:
//event_user(choose(1,2,3))
//You can also summon the attacks from THIS event, if you want.
event_user(choose(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>
    <point>31,30</point>
    <point>32,32</point>
  </PhysicsShapePoints>
</object>
