<!--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>parLastAction</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>rounds = 1
alarm[0] = 1
</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 rounds &gt; global.pl_count {
    instance_destroy()
} else {
    if !global.dead[rounds] { 
        var resist = global.fire_resistance[rounds];
        
        dmg = irandom_range(150,400)
        dmg = ceil(dmg*(100-30*resist)/100)
        
        with objBattleMsg { instance_destroy() }
        var a = instance_create(0,0,objBattleMsg);
        a.strno = 0
        
        if resist !=4 {
            with global.healthbar[rounds] {
                x = xstart
                y = ystart
                path_start(p_shake,6,0,0)
            }
        
            if dmg &gt;= global.s_hp[rounds] {
                instance_create(0,0,objMortalDamage)
                a.str[0] = string(dmg)+" HP of mortal damage#   to "+global.s_name[rounds] + "!";
            } else {
                audio_play_sound(sndbump,0,0)
                a.str[0] = string(dmg)+" HP of damage#   to "+global.s_name[rounds] + "!";
            }
            global.s_hp[rounds] -= dmg
        } else {
            a.str[0] = "It had no effect on "+global.s_name[rounds] + "!";
        }
        alarm[0] = room_speed
    } else {
        alarm[0] = 1
    }
    rounds++
}
</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>
