<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
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  <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>alarm[0] = 40
</string>
          </argument>
        </arguments>
      </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>with objRain instance_destroy()
</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(objTextBox) {
    alarm[1] = 1
} else {
    switch global.prologue {
        case 1:
            global.theroom = rmPrologue2
            break;
        case 2:
            global.theroom = rmPrologue3
            break;
        case 3:
            global.theroom = rmPrologue4
            break;
        case 4:
            global.theroom = rmZweiWing1
            global.cutscene = 1
            break;
    }
    
    global.prologue++
    instance_create(0,0,objFadeOut)
}
</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>with instance_create(0,0,objTextBox) {
    name[0] = ""
    name[1] = ""
    name[2] = ""
    name[3] = ""
    name[4] = ""

    switch global.prologue {
        case 1:
            strno = 1
            str[0] = "@ What year is it?"
            str[1] = "@ I forgot how long it's been since then."
            break;
        case 2:
            strno = 2
            str[0] = "@ &lt;With eight thousand cries,#@ The lil' cuckoo's bloodred tongue's{ like a flame singing.&gt;"
            str[1] = "@ The saying has it that the little bird keeps singing#   even as it coughs up blood."
            str[2] = "@ The best friend I had kept singing as well."
            break;
        case 3:
            strno = 0
            str[0] = "@ She kept singing,{ even as blood spilled from her mouth."
            break;
        case 4:
            strno = 0
            str[0] = "@ The best friend I had kept singing on the battlefield."
            break;
    }
}

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>
