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<object>
  <spriteName>&lt;undefined&gt;</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>0</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>skip = 0;
was_solid = 0;
dmg = 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) {
    if skip {
        with objTurnMaster { event_perform(ev_other,ev_user0) }
    } else {
        //Enemy actions go here.
        with global.enemy[enmy] { alarm[1] = 2; event_perform(ev_other,ev_user0); } 
    }
} else { 
    alarm[11] = 1 
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" 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>///Facing the other way
if !instance_exists(objBattleMsg) {
    if global.enemy[enmy].turned_around == 1 {
        with instance_create(0,0,objBattleMsg) {
            strno = 0;
            str[0] = upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+" turned around!"
        }
        skip = 1;
        global.enemy[enmy].turned_around = 0;
        global.enemy[enmy].image_index = 0;
    }
    alarm[11] = 1
} else {
    alarm[10] = 1
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" enumb="8">
      <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>///Can't concentrate
if !instance_exists(objBattleMsg) {
    if global.enemy[enmy].cantconcentrate {
        global.enemy[enmy].conc_timer--;
        if global.enemy[enmy].conc_timer &lt;= 0 {
            audio_play_sound(sndheal2,0,0)
            var a = instance_create(0,0,objBattleMsg);
            a.strno = 0;
            a.str[0] = upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+" was able to#   concentrate again!"
            global.enemy[enmy].cantconcentrate = 0;
        }
    }
    alarm[10] = 1
} else {
    alarm[8] = 1
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" enumb="7">
      <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>///Asleep
if !instance_exists(objBattleMsg) {
    if global.enemy[enmy].asleep = 1 {
        var a = instance_create(0,0,objBattleMsg);
        if random(100)&lt;25 and global.enemy[enmy].sleep_timer &lt; 1 {
            a.strno = 0;
            audio_play_sound(sndheal2,0,0)
            a.str[0] = upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+" woke up!"
            global.enemy[enmy].asleep = 0;
        } else {
            a.strno = 0;
            a.str[0] = upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+" is fast asleep!"
            global.enemy[enmy].sleep_timer--;
            skip = 1
        }
    }
    alarm[8] = 1
} else {
    alarm[7] = 1
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" enumb="6">
      <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>///Shocked
if !instance_exists(objBattleMsg) {
    if global.enemy[enmy].shocked = 1 {
        global.enemy[enmy].numb_timer --;
        if global.enemy[enmy].numb_timer = 0 {
            audio_play_sound(sndheal2,0,0)
            with instance_create(0,0,objBattleMsg) {
                strno = 0;
                str[0] = upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+" got over the shock!"
            }
            global.enemy[enmy].shocked = 0;
        } else {
            if random(100) &lt; 50 {
                with instance_create(0,0,objBattleMsg) {
                    strno = 0;
                    str[0] = upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+"'s body was knocked back#   because of the shock!"
                }
                skip = 1
                with global.enemy[enmy] { alarm[1] = 2 }
                audio_play_sound(sndenemyhit,0,0)
            }
        }
    }
    alarm[7] = 1
} else {
    alarm[6] = 1
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" enumb="5">
      <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>///Crying
if !instance_exists(objBattleMsg) {
    if global.enemy[enmy].crying = 1 {
        if random(160)&lt;10 {
            audio_play_sound(sndheal2,0,0)
            with instance_create(0,0,objBattleMsg) {
                strno = 0;
                str[0] = upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+" stopped crying!"
            }
            global.enemy[enmy].crying = 0
        }
    }
    alarm[6] = 1
} else {
    alarm[5] = 1
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" enumb="4">
      <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>///Numb
if !instance_exists(objBattleMsg) {
    if global.enemy[enmy].numb = 1 {
        global.enemy[enmy].numb_timer --;
        if global.enemy[enmy].numb_timer &lt;= 0 {
            audio_play_sound(sndheal2,0,0)
            with instance_create(0,0,objBattleMsg) {
                strno = 0;
                str[0] = choose("The "+choose("numbness","paralysis")+" faded from#   "+global.enemy[enmy].e_art+global.enemy[enmy].e_name+"'s body!")
            }
            global.enemy[enmy].numb = 0;
        } else {            
            //Skip turns 75% of the time
            if random(100)&lt;75 {
                var a = instance_create(0,0,objBattleMsg);
                a.strno = 0;
                if !was_solid {
                    a.str[0] = upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+"'s body is "+choose("numb","paralysed")+"#   and can't move!"
                } else {
                    a.str[0] = "...but the "+choose("numbness","paralysis")+"#   is still too strong!"
                }
                skip = 1
            }
        }
    }
    alarm[5] = 1
} else {
    alarm[4] = 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>///Solidified
if !instance_exists(objBattleMsg) {
    if global.enemy[enmy].solids = 1 {
        audio_play_sound(sndheal2,0,0)
        with instance_create(0,0,objBattleMsg) {
            strno = 0;
            str[0] = choose(upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+"'s body#   moved freely!",upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+"'s body#   is no longer solidified!") 
        }
        global.enemy[enmy].solids = 0
        skip = 1
        was_solid = 1
    }
    alarm[4] = 1
} else {
    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>///Radiation
if !instance_exists(objBattleMsg) {
    if global.enemy[enmy].radiation = 1 {
        with instance_create(0,0,objBattleMsg) {
            strno = 0;
            str[0] = choose("The radiation is playing with the atoms in "+global.enemy[enmy].e_art+global.enemy[enmy].e_name+"'s body!",
            upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+" took damage from the radioactive enviroment!")
        }
    }
    alarm[3] = 1
} else {
    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>///Infection
if !instance_exists(objBattleMsg) {
    if global.enemy[enmy].infected = 1 {
        dmg = 40+irandom_range(-10,10)
        global.enemy[enmy].e_hp -= dmg;
        audio_play_sound(sndenemyhit,0,0)
        with global.enemy[enmy] { alarm[1] = 2 }
        
        var a = instance_create(0,0,objBattleMsg);
        a.strno = 0;
        a.str[0] = upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+" felt pain from the "+choose("biohazard","infection","infectious agent","pathogen")+"#   and took "+string(dmg)+" HP of damage!"
    }
    alarm[2] = 1
} else {
    alarm[1] = 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>///Poison
if !global.enemy[enmy].poison and ! global.enemy[enmy].infected and !global.enemy[enmy].solids and 
   !global.enemy[enmy].numb and !global.enemy[enmy].crying and !global.enemy[enmy].shocked and 
   !global.enemy[enmy].asleep and !global.enemy[enmy].cantconcentrate and !global.enemy[enmy].turned_around {
    alarm[11] = 1
} else if global.enemy[enmy].turned_around{
    alarm[10] = 1
} else {
    if global.enemy[enmy].poison = 1 {
        dmg = 20+irandom_range(-5,5)
        global.enemy[enmy].e_hp -= dmg;
        audio_play_sound(sndenemyhit,0,0)
        with global.enemy[enmy] { alarm[1] = 2 }
        
        var a = instance_create(0,0,objBattleMsg);
        a.strno = 0;
        a.str[0] = upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+" felt pain from the poison#   and took "+string(dmg)+" HP of damage!";
    }
    alarm[1] = 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>
