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  <visible>-1</visible>
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  <events>
    <event eventtype="0" enumb="0">
      <action>
        <libid>1</libid>
        <id>603</id>
        <kind>7</kind>
        <userelative>0</userelative>
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        <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>backfire = 0
failed = 0
type = 0
rounds = 1
stat = 0
_stat = ""
dmg = 0
alarm[1] = 1
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" enumb="11">
      <action>
        <libid>1</libid>
        <id>203</id>
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        <exetype>1</exetype>
        <functionname>action_kill_object</functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
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      </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(objBattleMsg) {
    alarm[3] = 1
} else {
    if type = 0 {
        var val;
        val = 0
        en_random_choser()
        var a = instance_create(0,0,objBattleMsg);
        a.strno = 0
        
        if !failed {
            failed = global.dead[tgt]
            switch stat {
                case 0:
                    if global.s_off[tgt] &gt;= floor(5*global.s_realoff[tgt]/4) {
                        failed = 1
                    } else {
                        val = global.s_off[tgt]
                        if global.s_off[tgt] + max(floor(global.s_off[tgt]/16),1) &gt; floor(5*global.s_realoff[tgt]/4) {
                            global.s_off[tgt] +=floor(5*global.s_realoff[tgt]/4)-global.s_off[tgt]
                        } else {
                            global.s_off[tgt] += max(floor(global.s_off[tgt]/16),1)
                        }
                        val -= global.s_off[tgt]
                    }
                    break;
                case 1:
                    if global.s_def[tgt] &gt;= floor(5*global.s_realdef[tgt]/4) {
                        failed = 1
                    } else {
                        val = global.s_def[tgt]
                        if global.s_def[tgt] + max(floor(global.s_def[tgt]/16),1) &gt; floor(5*global.s_realdef[tgt]/4) {
                            global.s_def[tgt] += floor(5*global.s_realdef[tgt]/4)-global.s_def[tgt]
                        } else {
                            global.s_def[tgt] += max(floor(global.s_def[tgt]/16),1)
                        }
                        val -= global.s_def[tgt]
                    }
                    break;
                case 2:
                    if global.s_guts[tgt] &gt;= floor(5*global.s_realguts[tgt]/4) {
                        failed = 1
                    } else {
                        val = global.s_guts[tgt]
                        if global.s_guts[tgt] + max(floor(global.s_guts[tgt]/16),1) &gt; floor(5*global.s_realguts[tgt]/4) {
                            global.s_guts[tgt] += floor(5*global.s_realguts[tgt]/4)-global.s_guts[tgt]
                        } else {
                            global.s_guts[tgt] += max(floor(global.s_guts[tgt]/16),1)
                        }
                        val -= global.s_guts[tgt]
                    }
                    break;
            }
        }
        
        if !failed and abs(val) &gt; 0{
            a.str[0] = global.s_name[tgt] +"'s "+lower(_stat)+" went up by "+string(abs(val))+"!";
            var effect;
            effect = instance_create(global.healthbar[tgt].x+28,global.healthbar[tgt].y+32,objEnStatDownGFX)
            effect.alarm[0] = 1
            effect.image_yscale = -1
            switch stat {
                case 0:
                    effect.color = make_color_rgb(247,127,0);
                    break;
                case 1:
                    effect.color = make_color_rgb(36,136,253);
                    break;
                case 2:
                    effect.color = make_color_rgb(34,177,76);
                    break;
            }
            audio_play_sound(sndStatUp,0,0)
        } else {
            a.str[0] = "It had no effect on "+global.s_name[tgt] + "!";
        }
        alarm[11] = 1
    } else {
        if rounds &gt; global.pl_count {
            alarm[11] = 1
            exit
        } else {
            if global.dead[rounds] {
                alarm[3] = 1
                rounds++
                exit
            }
            var val;
            val = 0
            failed = 0
            
            var a = instance_create(0,0,objBattleMsg);
            a.strno = 0
    
            if !failed {
                switch stat {
                    case 0:
                        if global.s_off[rounds] &gt;= floor(5*global.s_realoff[rounds]/4) {
                            failed = 1
                        } else {
                            val = global.s_off[rounds]
                            if global.s_off[rounds] + max(floor(global.s_off[rounds]/16),1) &gt; floor(5*global.s_realoff[rounds]/4) {
                                global.s_off[rounds] +=floor(5*global.s_realoff[rounds]/4)-global.s_off[rounds]
                            } else {
                                global.s_off[rounds] += max(floor(global.s_off[rounds]/16),1)
                            }
                            val -= global.s_off[rounds]
                        }
                        break;
                    case 1:
                        if global.s_def[rounds] &gt;= floor(5*global.s_realdef[rounds]/4) {
                            failed = 1
                        } else {
                            val = global.s_def[rounds]
                            if global.s_def[rounds] + max(floor(global.s_def[rounds]/16),1) &gt; floor(5*global.s_realdef[rounds]/4) {
                                global.s_def[rounds] += floor(5*global.s_realdef[rounds]/4)-global.s_def[rounds]
                            } else {
                                global.s_def[rounds] += max(floor(global.s_def[rounds]/16),1)
                            }
                            val -= global.s_def[rounds]
                        }
                        break;
                    case 2:
                        if global.s_guts[rounds] &gt;= floor(5*global.s_realguts[rounds]/4) {
                            failed = 1
                        } else {
                            val = global.s_guts[rounds]
                            if global.s_guts[rounds] + max(floor(global.s_guts[rounds]/16),1) &gt; floor(5*global.s_realguts[rounds]/4) {
                                global.s_guts[rounds] += floor(5*global.s_realguts[rounds]/4)-global.s_guts[rounds]
                            } else {
                                global.s_guts[rounds] += max(floor(global.s_guts[rounds]/16),1)
                            }
                            val -= global.s_guts[rounds]
                        }
                        break;
                }
            }
            
            if !failed and abs(val) &gt; 0{
                a.str[0] = global.s_name[rounds] +"'s "+lower(_stat)+" went up by "+string(abs(val))+"!";
                var effect;
                effect = instance_create(global.healthbar[rounds].x+28,global.healthbar[rounds].y+32,objEnStatDownGFX)
                effect.alarm[0] = 1
                effect.image_yscale = -1
                switch stat {
                    case 0:
                        effect.color = make_color_rgb(247,127,0);
                        break;
                    case 1:
                        effect.color = make_color_rgb(36,136,253);
                        break;
                    case 2:
                        effect.color = make_color_rgb(34,177,76);
                        break;
                }
                audio_play_sound(sndStatUp,0,0)
            } else {
                a.str[0] = "It had no effect on "+global.s_name[rounds] + "!";
            }
            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(objBattleMsg) {
    alarm[2] = 1
} else {
    if type = 0 {
        var val;
        val = 0
        random_choser_extra2()
        var a = instance_create(0,0,objBattleMsg);
        a.strno = 0
        
        if !failed {
            switch stat {
                case 0:
                    if global.enemy[tgt].e_off &gt;= floor(5*global.enemy[tgt].e_realoff/4) {
                        failed = 1
                    } else {
                        val = global.enemy[tgt].e_off
                        if global.enemy[tgt].e_off + max(floor(global.enemy[tgt].e_off/16),1) &gt; floor(5*global.enemy[tgt].e_realoff/4) {
                            global.enemy[tgt].e_off +=floor(5*global.enemy[tgt].e_realoff/4)-global.enemy[tgt].e_off
                        } else {
                            global.enemy[tgt].e_off += max(floor(global.enemy[tgt].e_off/16),1)
                        }
                        val -= global.enemy[tgt].e_off
                    }
                    break;
                case 1:
                    if global.enemy[tgt].e_def &gt;= floor(5*global.enemy[tgt].e_realdef/4) {
                        failed = 1
                    } else {
                        val = global.enemy[tgt].e_def
                        if global.enemy[tgt].e_def + max(floor(global.enemy[tgt].e_def/16),1) &gt; floor(5*global.enemy[tgt].e_realdef/4) {
                            global.enemy[tgt].e_def += floor(5*global.enemy[tgt].e_realdef/4)-global.enemy[tgt].e_def
                        } else {
                            global.enemy[tgt].e_def += max(floor(global.enemy[tgt].e_def/16),1)
                        }
                        val -= global.enemy[tgt].e_def
                    }
                    break;
                case 2:
                    if global.enemy[tgt].e_guts &gt;= floor(5*global.enemy[tgt].e_realguts/4) {
                        failed = 1
                    } else {
                        val = global.enemy[tgt].e_guts
                        if global.enemy[tgt].e_guts + max(floor(global.enemy[tgt].e_guts/16),1) &gt; floor(5*global.enemy[tgt].e_realguts/4) {
                            global.enemy[tgt].e_guts += floor(5*global.enemy[tgt].e_realguts/4)-global.enemy[tgt].e_guts
                        } else {
                            global.enemy[tgt].e_guts += max(floor(global.enemy[tgt].e_guts/16),1)
                        }
                        val -= global.enemy[tgt].e_guts
                    }
                    break;
            }
        }
        
        if !failed and abs(val) &gt; 0 {
            a.str[0] = upper(global.enemy[tgt].e_art) + global.enemy[tgt].e_name +"'s "+lower(_stat)+" went up by "+string(abs(val))+"!";
            var effect;
            effect = instance_create(global.enemy[tgt].x,global.enemy[tgt].y,objEnStatDownGFX)
            effect.alarm[0] = 1
            effect.image_yscale = -1
            switch stat {
                case 0:
                    effect.color = make_color_rgb(247,127,0);
                    break;
                case 1:
                    effect.color = make_color_rgb(36,136,253);
                    break;
                case 2:
                    effect.color = make_color_rgb(34,177,76);
                    break;
            }
            audio_play_sound(sndStatUp,0,0)
        } else {
            a.str[0] = "It had no effect on "+global.enemy[tgt].e_art + global.enemy[tgt].e_name + "!";
        }
        alarm[11] = 1
    } else {
        if rounds &gt; global.en_count {
            alarm[11] = 1
            exit
        } else {
            if global.enemy[rounds] = 0 {
                alarm[2] = 1
                rounds++
                exit
            }
            var val;
            val = 0
            failed = 0
            
            var a = instance_create(0,0,objBattleMsg);
            a.strno = 0
    
            if !failed {
                switch stat {
                    case 0:
                    if global.enemy[rounds].e_off &gt;= floor(5*global.enemy[rounds].e_realoff/4) {
                        failed = 1
                    } else {
                        val = global.enemy[rounds].e_off
                        if global.enemy[rounds].e_off + max(floor(global.enemy[rounds].e_off/16),1) &gt; floor(5*global.enemy[rounds].e_realoff/4) {
                            global.enemy[rounds].e_off +=floor(5*global.enemy[rounds].e_realoff/4)-global.enemy[rounds].e_off
                        } else {
                            global.enemy[rounds].e_off += max(floor(global.enemy[rounds].e_off/16),1)
                        }
                        val -= global.enemy[rounds].e_off
                    }
                    break;
                case 1:
                    if global.enemy[rounds].e_def &gt;= floor(5*global.enemy[rounds].e_realdef/4) {
                        failed = 1
                    } else {
                        val = global.enemy[rounds].e_def
                        if global.enemy[rounds].e_def + max(floor(global.enemy[rounds].e_def/16),1) &gt; floor(5*global.enemy[rounds].e_realdef/4) {
                            global.enemy[rounds].e_def += floor(5*global.enemy[rounds].e_realdef/4)-global.enemy[rounds].e_def
                        } else {
                            global.enemy[rounds].e_def += max(floor(global.enemy[rounds].e_def/16),1)
                        }
                        val -= global.enemy[rounds].e_def
                    }
                    break;
                case 2:
                    if global.enemy[rounds].e_guts &gt;= floor(5*global.enemy[rounds].e_realguts/4) {
                        failed = 1
                    } else {
                        val = global.enemy[rounds].e_guts
                        if global.enemy[rounds].e_guts + max(floor(global.enemy[rounds].e_guts/16),1) &gt; floor(5*global.enemy[rounds].e_realguts/4) {
                            global.enemy[rounds].e_guts += floor(5*global.enemy[rounds].e_realguts/4)-global.enemy[rounds].e_guts
                        } else {
                            global.enemy[rounds].e_guts += max(floor(global.enemy[rounds].e_guts/16),1)
                        }
                        val -= global.enemy[rounds].e_guts
                    }
                    break;
                }
            }
            
            if !failed and abs(val) &gt; 0{
                a.str[0] = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name +"'s "+lower(_stat)+" went up by "+string(abs(val))+"!";
                var effect;
                effect = instance_create(global.enemy[rounds].x,global.enemy[rounds].y,objEnStatDownGFX)
                effect.alarm[0] = 1
                effect.image_yscale = -1
                switch stat {
                    case 0:
                        effect.color = make_color_rgb(247,127,0);
                        break;
                    case 1:
                        effect.color = make_color_rgb(36,136,253);
                        break;
                    case 2:
                        effect.color = make_color_rgb(34,177,76);
                        break;
                }
                audio_play_sound(sndStatUp,0,0)
            } else {
                a.str[0] = "It had no effect on "+global.enemy[rounds].e_art + global.enemy[rounds].e_name + "!"
            }
            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 backfire { alarm[3] = 1 } else { alarm[2] = 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>
