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<object>
  <spriteName>&lt;undefined&gt;</spriteName>
  <solid>0</solid>
  <visible>-1</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>active = 0
failed = 0
img = 0
type = 0
backfire = 0
notpsi = 0
lifeup = 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) or instance_exists(objEnStatDownDamage){
    alarm[11] = 1
} else {
    with objTurnMaster { event_perform(ev_other,ev_user0) }
    instance_destroy()
}
</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>if instance_exists(objBattleMsg) {
    alarm[10] = 1
} else {
    var a;
    a = instance_create(0,0,objBattleMsg); 
    a.strno = 0;
    if global.enemy[enmy].cantconcentrate {
        a.str[0] = "...But it didn't work very well!"
    } else {
        a.str[0] = "...But "+(global.enemy[enmy].e_pron)+" didn't have enough PP."
    }
    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(objBattleMsg) {
    alarm[3] = 1
} else {
    if type &lt; 3 {
        en_random_choser()
        var msg;
        msg = ""
        var a = instance_create(0,0,objBattleMsg);
        a.strno = 0
        
        switch type {
            case 0:
                lifeup = irandom_range(74,126);
                break;
            case 1:
                lifeup = irandom_range(224,376);
                break;
            case 2:
                lifeup = 1000;
                break;
        }
        
        if (lifeup+global.s_hp[tgt]) &gt; global.s_hpmax[tgt] {
            lifeup = global.s_hpmax[tgt]-global.s_hp[tgt];
        }
        
        if lifeup = 0 {
            failed = 1;
        } else {
            if !global.dead[tgt] {
                if global.s_hp[tgt] &gt;= 0 {
                    global.s_hp[tgt] += lifeup
                } else {
                    if lifeup &gt; global.s_hpmax[tgt] {
                        global.s_hp[tgt] = global.s_hpmax[tgt]
                    } else {
                        global.s_hp[tgt] = lifeup
                    }
                }
                if global.s_hp[tgt] == global.s_hpmax[tgt]{
                    msg = global.s_name[tgt] + "'s HP are#   maxed out!"
                } else {
                    msg = global.s_name[tgt] + " recovered#   "+string(lifeup)+" HP!"
                }
            } else {
                failed = 2
            }
        }
        
        if failed = 0 {
            a.str[0] = msg
            with instance_create(global.healthbar[tgt].x,global.healthbar[tgt].y,objHealthBarRed) { 
                color = make_color_rgb(8,240,96);
            } 
            audio_play_sound(sndheal1,0,0)
        } else if failed = 1 {
            a.str[0] = "It had no effect on "+global.s_name[tgt] + "!";
        } else {
            a.str[0] = "...but it was already too late for "+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 msg;
            msg = ""
            failed = 0
            var a = instance_create(0,0,objBattleMsg);
            a.strno = 0
            
            lifeup = irandom_range(299,501);
            
            if (lifeup+global.s_hp[rounds]) &gt; global.s_hpmax[rounds] {
                lifeup = global.s_hpmax[rounds]-global.s_hp[rounds];
            }
            
            if lifeup = 0 {
                failed = 1;
            } else {
                if global.s_hp[rounds] &gt;= 0 {
                    global.s_hp[rounds] += lifeup
                } else {
                    if lifeup &gt; global.s_hpmax[rounds] {
                        global.s_hp[rounds] = global.s_hpmax[rounds]
                    } else {
                        global.s_hp[rounds] = lifeup
                    }
                }
                if global.s_hp[rounds] == global.s_hpmax[rounds]{
                    msg = global.s_name[rounds] + "'s HP are#   maxed out!"
                } else {
                    msg = global.s_name[rounds] + " recovered#   "+string(lifeup)+" HP!"
                }
            }
            
            if !failed{
                a.str[0] = msg
                with instance_create(global.healthbar[rounds].x,global.healthbar[rounds].y,objHealthBarRed) { 
                    color = make_color_rgb(8,240,96);
                } 
                audio_play_sound(sndheal1,0,0)
            } 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 &lt; 3 {
        var a = instance_create(0,0,objBattleMsg);
        a.strno = 0
        random_choser_extra2()
        switch type {
            case 0:
                lifeup = irandom_range(74,126);
                break;
            case 1:
                lifeup = irandom_range(224,376);
                break;
            case 2:
                lifeup = 1000;
                break;
        }
        
        global.enemy[tgt].e_hp += lifeup

        a.str[0] = upper(global.enemy[tgt].e_art) + global.enemy[tgt].e_name +" recovered#   "+string(lifeup)+" HP!"
        audio_play_sound(sndheal1,0,0)
        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 a = instance_create(0,0,objBattleMsg);
            a.strno = 0
            
            lifeup = irandom_range(299,501);
            
            global.enemy[rounds].e_hp += lifeup

            a.str[0] = upper(global.enemy[rounds].e_art) + global.enemy[rounds].e_name +" recovered#   "+string(lifeup)+" HP!"
            audio_play_sound(sndheal1,0,0)
            rounds++
            alarm[2] = 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>var a,b;
a = instance_create(0,0,objBattleMsg); 

switch type {
    case 0: b = "["; break;
    case 1: b = "\"; break;
    case 2: b = "]"; break;
    case 3: b = "_"; break;
}

if !global.enemy[enmy].strange {
    a.strno = 0;
    if global.custom_msg != 0 { a.str[0] = global.custom_msg[0]; audio_play_sound(sndeattack,0,0); } 
    else { a.str[0] = upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+" tried Lifeup "+b+"!"; audio_play_sound(sndepsi,0,0);}
} else {
    a.strno = 1;
    a.str[0] = upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+" is feeling a little strange...";
    if global.custom_msg != 0 or notpsi { a.str[1] = global.custom_msg[0]; audio_play_sound(sndeattack,0,0); } 
    else { a.str[1] = upper(global.enemy[enmy].e_art)+global.enemy[enmy].e_name+" tried Lifeup "+b+"!"; audio_play_sound(sndepsi,0,0); }
}

if global.enemy[enmy].e_pp &gt; 0 and !global.enemy[enmy].cantconcentrate or notpsi {
    if !backfire {
        backfire = (global.enemy[enmy].strange and random(100) &lt; 50)
    }
    if !backfire {
        alarm[2] = 1
    } else {
        alarm[3] = 1
    }
} else {
    alarm[10] = 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>
