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<object>
  <spriteName>&lt;undefined&gt;</spriteName>
  <solid>0</solid>
  <visible>0</visible>
  <depth>-10000</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(sndppsi,0,0)

rounds = 1
failed = 0
type = 0
backfire = 0
kind = 0 //0: Shield; 1: Power Shield; 2: Psychic Shield; 3: Psychic Power Shield
b = 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="9">
      <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[9] = 1
} else {
    var a;
    a = instance_create(0,0,objBattleMsg); 
    a.strno = 0;
    a.str[0] = "...But it didn't work very well!"
    alarm[11] = 1
}
</string>
          </argument>
        </arguments>
      </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(objShieldFx) or instance_exists(objBattleMsg) {
    alarm[3] = 1
} else {
    if type = 0 {
        var msg,a;
        a = instance_create(0,0,objBattleMsg);
        a.strno = 0
        random_choser()
        switch kind {
            case 0:
                if !global.target[global._pl].has_shield {
                    msg = upper(global.target[global._pl].e_art) + global.target[global._pl].e_name + "'s body was protected by#   the shield of light!"
                    global.target[global._pl].has_shield  = 1
                } else {
                    msg = upper(global.target[global._pl].e_art) + global.target[global._pl].e_name + "'s shield became stronger!"
                }
                global.target[global._pl].has_pshield          = 0
                global.target[global._pl].has_psishield        = 0
                global.target[global._pl].has_psipshield       = 0
                break;
            case 1:
                if !global.target[global._pl].has_pshield {
                    msg = upper(global.target[global._pl].e_art) + global.target[global._pl].e_name + "'s body was protected by#   the power shield!"
                    global.target[global._pl].has_pshield  = 1
                } else {
                    msg = upper(global.target[global._pl].e_art) + global.target[global._pl].e_name + "'s power shield became stronger!"
                }
                global.target[global._pl].has_shield          = 0
                global.target[global._pl].has_psishield        = 0
                global.target[global._pl].has_psipshield       = 0
                break;
            case 2:
                if !global.target[global._pl].has_psishield {
                    msg = upper(global.target[global._pl].e_art) + global.target[global._pl].e_name + "'s body was protected by#   the psychic shield!"
                    global.target[global._pl].has_psishield  = 1
                } else {
                    msg = upper(global.target[global._pl].e_art) + global.target[global._pl].e_name + "'s psychic shield became stronger!"
                }
                global.target[global._pl].has_shield          = 0
                global.target[global._pl].has_pshield        = 0
                global.target[global._pl].has_psipshield       = 0
                break;
            case 3:
                if !global.target[global._pl].has_psipshield {
                    msg = upper(global.target[global._pl].e_art) + global.target[global._pl].e_name + "'s body was protected by#   the psychic power shield!"
                    global.target[global._pl].has_psipshield  = 1
                } else {
                    msg = upper(global.target[global._pl].e_art) + global.target[global._pl].e_name + "'s psychic power shield became stronger!"
                }
                global.target[global._pl].has_shield          = 0
                global.target[global._pl].has_pshield        = 0
                global.target[global._pl].has_psishield       = 0
                break;
                
        }
        global.target[global._pl].shieldlife = 3
        
        a.str[0] = msg
        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 msg,a;
            a = instance_create(0,0,objBattleMsg);
            a.strno = 0
            switch kind {
                case 0:
                    if !global.enemy[rounds].has_shield {
                        msg = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name + "'s body was protected by#   the shield of light!"
                        global.enemy[rounds].has_shield  = 1
                    } else {
                        msg = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name + "'s shield became stronger!"
                    }
                    global.enemy[rounds].has_pshield          = 0
                    global.enemy[rounds].has_psishield        = 0
                    global.enemy[rounds].has_psipshield       = 0
                    break;
                case 1:
                    if !global.enemy[rounds].has_pshield {
                        msg = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name + "'s body was protected by#   the power shield!"
                        global.enemy[rounds].has_pshield  = 1
                    } else {
                        msg = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name + "'s power shield became stronger!"
                    }
                    global.enemy[rounds].has_shield          = 0
                    global.enemy[rounds].has_psishield        = 0
                    global.enemy[rounds].has_psipshield       = 0
                    break;
                case 2:
                    if !global.enemy[rounds].has_psishield {
                        msg = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name + "'s body was protected by#   the psychic shield!"
                        global.enemy[rounds].has_psishield  = 1
                    } else {
                        msg = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name + "'s psychic shield became stronger!"
                    }
                    global.enemy[rounds].has_shield          = 0
                    global.enemy[rounds].has_pshield        = 0
                    global.enemy[rounds].has_psipshield       = 0
                    break;
                case 3:
                    if !global.enemy[rounds].has_psipshield {
                        msg = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name + "'s body was protected by#   the psychic power shield!"
                        global.enemy[rounds].has_psipshield  = 1
                    } else {
                        msg = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name + "'s psychic power shield became stronger!"
                    }
                    global.enemy[rounds].has_shield          = 0
                    global.enemy[rounds].has_pshield        = 0
                    global.enemy[rounds].has_psishield       = 0
                    break;
                    
            }
            a.str[0] = msg
            global.enemy[rounds].shieldlife = 3
            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(objShieldFx) or instance_exists(objBattleMsg) {
    alarm[2] = 1
} else {
    if type = 0 {
        var msg,a;
        a = instance_create(0,0,objBattleMsg);
        if !global.dead[global.target[global._pl]] {
            a.strno = 0
            switch kind {
                case 0:
                    if !global.has_shield[global.target[global._pl]] {
                        msg = global.s_name[global.target[global._pl]] + "'s body was protected by#   the shield of light!"
                        global.has_shield[global.target[global._pl]]  = 1
                    } else {
                        msg = global.s_name[global.target[global._pl]] + "'s shield became stronger!"
                    }
                    global.has_pshield[global.target[global._pl]]          = 0
                    global.has_psishield[global.target[global._pl]]        = 0
                    global.has_psipshield[global.target[global._pl]]       = 0
                    break;
                case 1:
                    if !global.has_pshield[global.target[global._pl]] {
                        msg = global.s_name[global.target[global._pl]] + "'s body was protected by#   the power shield!"
                        global.has_pshield[global.target[global._pl]]  = 1
                    } else {
                        msg = global.s_name[global.target[global._pl]] + "'s power shield became stronger!"
                    }
                    global.has_shield[global.target[global._pl]]          = 0
                    global.has_psishield[global.target[global._pl]]        = 0
                    global.has_psipshield[global.target[global._pl]]       = 0
                    break;
                case 2:
                    if !global.has_psishield[global.target[global._pl]] {
                        msg = global.s_name[global.target[global._pl]] + "'s body was protected by#   the psychic shield!"
                        global.has_psishield[global.target[global._pl]]  = 1
                    } else {
                        msg = global.s_name[global.target[global._pl]] + "'s psychic shield became stronger!"
                    }
                    global.has_shield[global.target[global._pl]]          = 0
                    global.has_pshield[global.target[global._pl]]        = 0
                    global.has_psipshield[global.target[global._pl]]       = 0
                    break;
                case 3:
                    if !global.has_psipshield[global.target[global._pl]] {
                        msg = global.s_name[global.target[global._pl]] + "'s body was protected by#   the psychic power shield!"
                        global.has_psipshield[global.target[global._pl]]  = 1
                    } else {
                        msg = global.s_name[global.target[global._pl]] + "'s psychic power shield became stronger!"
                    }
                    global.has_shield[global.target[global._pl]]          = 0
                    global.has_pshield[global.target[global._pl]]        = 0
                    global.has_psishield[global.target[global._pl]]       = 0
                    break;
                    
            }
            global.s_shieldlife[global.target[global._pl]]         = 3
        } else {
            msg = "It had no effect on "+ global.s_name[global.target[global._pl]] + "!";
        }
        
        a.str[0] = msg
        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 msg,a;
            a = instance_create(0,0,objBattleMsg);
            a.strno = 0
            switch kind {
                case 0:
                    if !global.has_shield[rounds] {
                        msg = global.s_name[rounds] + "'s body was protected by#   the shield of light!"
                        global.has_shield[rounds]  = 1
                    } else {
                        msg = global.s_name[rounds] + "'s shield became stronger!"
                    }
                    global.has_pshield[rounds]          = 0
                    global.has_psishield[rounds]        = 0
                    global.has_psipshield[rounds]       = 0
                    break;
                case 1:
                    if !global.has_pshield[rounds] {
                        msg = global.s_name[rounds] + "'s body was protected by#   the power shield!"
                        global.has_pshield[rounds]  = 1
                    } else {
                        msg = global.s_name[rounds] + "'s power shield became stronger!"
                    }
                    global.has_shield[rounds]          = 0
                    global.has_psishield[rounds]        = 0
                    global.has_psipshield[rounds]       = 0
                    break;
                case 2:
                    if !global.has_psishield[rounds] {
                        msg = global.s_name[rounds] + "'s body was protected by#   the psychic shield!"
                        global.has_psishield[rounds]  = 1
                    } else {
                        msg = global.s_name[rounds] + "'s psychic shield became stronger!"
                    }
                    global.has_shield[rounds]          = 0
                    global.has_pshield[rounds]        = 0
                    global.has_psipshield[rounds]       = 0
                    break;
                case 3:
                    if !global.has_psipshield[rounds] {
                        msg = global.s_name[rounds] + "'s body was protected by#   the psychic power shield!"
                        global.has_psipshield[rounds]  = 1
                    } else {
                        msg = global.s_name[rounds] + "'s psychic power shield became stronger!"
                    }
                    global.has_shield[rounds]          = 0
                    global.has_pshield[rounds]        = 0
                    global.has_psishield[rounds]       = 0
                    break;
                    
            }
            a.str[0] = msg
            global.s_shieldlife[rounds]         = 3
            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 instance_exists(objBattleMsg) {
    alarm[1] = 1
} else {
    if global.s_strange[global._pl] and random(100)&lt;50 {
        backfire = 1
    } 
    
    with instance_create(0,0,objShieldFx) {
        kind = objShield.kind
        backfire = objShield.backfire
    }
    if !backfire {
        alarm[2] = 1
    } else {
        alarm[3] = 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>///Damage goes here
var a,msg;
a = instance_create(0,0,objBattleMsg);

switch type{
    case 0: 
        if kind = 0 or kind = 2 { b = "["; } 
        else { b = "\"; }
        break;
    case 1: 
        if kind = 0 or kind = 2 { b = "^"; }
        else { b = "_"; }
        break;
}

switch kind {
    case 0:
    case 1:
        msg = global.s_name[global._pl] + " tried Shield "+b+"!"
        break;
    case 2:
    case 3:
        msg = global.s_name[global._pl] + " tried PSI Shield "+b+"!"
        break;
}

if !global.s_strange[global._pl] {
    a.strno = 0;
    a.str[0] = msg 
} else {
    a.strno = 1;
    a.str[0] = global.s_name[global._pl] + " is feeling a little strange..."
    a.str[1] = msg
}


if !global.s_cantconcentrate[global._pl] {
    alarm[1] = 1
} else {
    alarm[9] = 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>0,0</point>
    <point>160,160</point>
  </PhysicsShapePoints>
</object>
