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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>backfire = 0
failed = 0
type = 0
rounds = 1
dmg = 0
alarm[1] = 1
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" enumb="11">
      <action>
        <libid>1</libid>
        <id>203</id>
        <kind>0</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>-1</useapplyto>
        <exetype>1</exetype>
        <functionname>action_kill_object</functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
      </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 {
        random_choser_extra();
    
        var resist;
        resist = 4-global.enemy[enmy].hypno_resistance;
        failed = 0
        
        var a = instance_create(0,0,objBattleMsg);
        a.strno = 0
        
        if random(100) &gt; (max(1,resist*30)) {
            if !global.enemy[enmy].strange {
                global.enemy[enmy].strange = 1
            } else {
                failed = 1
            }
        } else { 
            failed = 1
        }
        
        if !failed {
            a.str[0] = global.enemy[enmy].e_name + " felt a little strange...";
            with instance_create(global.enemy[enmy].x,global.enemy[enmy].y,objEnemyAilmentFade) { 
                sprite_index = global.enemy[enmy].sprite_index    
                image_index = global.enemy[enmy].image_index
                color = make_color_rgb(115,0,223)
            } 
        } else {
            a.str[0] = "It had no effect on "+global.enemy[enmy].e_art + global.enemy[enmy].e_name + "!";
        }
        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 resist;
            resist = 4-global.enemy[rounds].hypno_resistance;
            failed = 0
            
            var a = instance_create(0,0,objBattleMsg);
            a.strno = 0
            
            if random(100) &gt; (max(1,resist*30)) {
                if !global.enemy[rounds].strange {
                    global.enemy[rounds].strange = 1
                } else {
                    failed = 1
                }
            } else { 
                failed = 1
            }
            
            if !failed {
                a.str[0] = global.enemy[rounds].e_name + " felt a little strange...";
                with instance_create(global.enemy[rounds].x,global.enemy[rounds].y,objEnemyAilmentFade) { 
                    sprite_index = global.enemy[objEnBrainshockDamage.rounds].sprite_index   
                    image_index = global.enemy[objEnBrainshockDamage.rounds].image_index 
                    color = make_color_rgb(115,0,223)
                }
                
            } else {
                a.str[0] = "It had no effect on "+global.enemy[rounds].e_art + global.enemy[rounds].e_name + "!"
            }
            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 resist;
        en_random_choser()
        resist = 4-global.hypno_resistance[tgt];
        failed = 0
        
        var a = instance_create(0,0,objBattleMsg);
        a.strno = 0
        
        if random(100) &gt; (max(1,resist*30)) {
            if !global.s_strange[tgt] {
                global.s_strange[tgt] = 1
            } else {
                failed = 1
            }
        } else { 
            failed = 1
        }
        
        if !failed {
            a.str[0] = global.s_name[tgt] + " felt a little strange...";
            with instance_create(global.healthbar[tgt].x,global.healthbar[tgt].y,objHealthBarRed) { 
                    color = make_color_rgb(115,0,223);
                } 
            audio_play_sound(sndailment,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[2] = 1
                rounds++
                exit
            }
            var resist;
            resist = 4-global.hypno_resistance[rounds];
            failed = 0
            
            var a = instance_create(0,0,objBattleMsg);
            a.strno = 0
            
            if random(100) &gt; (max(1,resist*30)) {
                if !global.s_strange[rounds] {
                    global.s_strange[rounds] = 1
                } else {
                    failed = 1
                }
            } else { 
                failed = 1
            }
            
            if !failed {
                a.str[0] = global.s_name[rounds] + " felt a little strange...";
                with instance_create(global.healthbar[rounds].x,global.healthbar[rounds].y,objHealthBarRed) { 
                    color = make_color_rgb(115,0,223);
                } 
                audio_play_sound(sndailment,0,0)
            } else {
                a.str[0] = "It had no effect on "+ global.s_name[rounds] + "!";
            }
            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>
