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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;
dmg = 0;
was_solid = 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>///Continue
if !instance_exists(objBattleMsg) {
    with instance_create(0,0,objPassiveMaster) { pl = objStatusMaster.pl; skip = objStatusMaster.skip }
    instance_destroy()
} else { 
    alarm[11] = 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.s_cantconcentrate[pl] = 1 {
        global.conc_timer[pl]--;
        if global.conc_timer[pl] &lt;= 0 {
            audio_play_sound(sndheal2,0,0)
            var a = instance_create(0,0,objBattleMsg);
            a.strno = 0;
            a.str[0] = global.s_name[pl]+" was able to#   concentrate again!"
            global.s_cantconcentrate[pl] = 0;
        }
    }
    alarm[11] = 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.s_asleep[pl] = 1 {
        var a = instance_create(0,0,objBattleMsg);
        if random(100)&lt;25 and global.sleep_timer[pl] &lt; 1{
            audio_play_sound(sndheal2,0,0)
            a.strno = 0;
            a.str[0] = global.s_name[pl]+" woke up!"
            global.s_asleep[pl] = 0;
        } else {
            a.strno = 0;
            global.sleep_timer[pl]--;
            a.str[0] = global.s_name[pl]+" is fast asleep!"
            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.s_shocked[pl] = 1 {
        global.numb_timer[pl] --;
        if global.numb_timer[pl] = 0 {
            audio_play_sound(sndheal2,0,0)
            var a = instance_create(0,0,objBattleMsg);
            a.strno = 0;
            a.str[0] = global.s_name[pl]+" got over the shock!";
            global.numb_timer[pl] = 0;
            global.s_shocked[pl] = 0;
        } else {
            if random(100) &lt; 50 {
                var a = instance_create(0,0,objBattleMsg);
                a.strno = 0;
                a.str[0] = global.s_name[pl]+" couldn't move because of the shock!";
                skip = 1
                with global.healthbar[pl] {
                    x = xstart
                    y = ystart
                    path_start(p_shake,6,0,0)
                }
                audio_play_sound(sndbump,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.s_crying[pl] = 1 {
        if random(160)&lt;10 {
            audio_play_sound(sndheal2,0,0)
            with instance_create(0,0,objBattleMsg) {
                strno = 0;
                str[0] = choose(global.s_name[objStatusMaster.pl]+" finally stopped crying!",global.s_name[objStatusMaster.pl]+" took a deep breath#   and stopped crying!")
                }
            global.s_crying[pl] = 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>///Numbness
if !instance_exists(objBattleMsg) {
    if global.s_numb[pl] = 1 {
        global.numb_timer[pl]--;
        if global.numb_timer[pl] &lt;= 0 {
            audio_play_sound(sndheal2,0,0)
            var a = instance_create(0,0,objBattleMsg);
            a.strno = 0;
            a.str[0] = "The "+choose("numbness","paralysis")+" faded from#   "+global.s_name[pl]+"'s body!"
            global.s_numb[pl] = 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] = global.s_name[pl]+"'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>///Solidification
if !instance_exists(objBattleMsg) {
    if global.s_solid[pl] = 1 {
        audio_play_sound(sndheal2,0,0)
        var a = instance_create(0,0,objBattleMsg);
        a.strno = 0;
        a.str[0] = choose(global.s_name[pl]+"'s body#   moved freely!",global.s_name[pl]+"'s body#   is no longer solidified!")
        global.s_solid[pl] = 0
        was_solid = 1
        skip = 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) {
    with objVarDamage { instance_destroy() }
    if global.s_radiation[pl] = 1 {
        d = irandom_range(80,153)
        if d &gt;= global.s_hp[pl] {
            instance_create(0,0,objMortalDamage)
            with instance_create(0,0,objBattleMsg) {
                strno = 0;
                str[0] = choose(global.s_name[pl]+" took mortal damage from the radioactive enviroment!",global.s_name[pl]+" took mortal damage from the radiation!")
            }
        } else {
            audio_play_sound(sndbump,0,0)
            with instance_create(0,0,objBattleMsg) {
                strno = 0;
                str[0] = choose("The radiation is playing with the atoms in "+global.s_name[pl]+"'s body!",global.s_name[pl]+" took damage from the radioactive enviroment!");
            }
        }
        global.s_hp -= d
        with instance_create(objHealthBar.x+30,objHealthBar.y,objVarDamage) { dmg = objStatusMaster.d }
        with objHealthBar {
            x = xstart
            y = ystart
            path_start(p_shake,6,0,0)
        }
        alarm[3] = 20
    } else {
        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) {
    with objVarDamage { instance_destroy() }
    if global.s_infected[pl] = 1 {
        var a = instance_create(0,0,objBattleMsg);
        dmg = 40+irandom_range(-10,10)
        if dmg &gt;= global.s_hp[pl] {
            instance_create(0,0,objMortalDamage)
            a.strno = 0;
            a.str[0] = global.s_name[pl]+" felt pain from the "+choose("biohazard","infection","infectious agent","pathogen")+"#   and took "+string(dmg)+" HP of mortal damage!"
        } else {
            audio_play_sound(sndbump,0,0)
            a.strno = 0;
            a.str[0] = global.s_name[pl]+" felt pain from the "+choose("biohazard","infection","infectious agent","pathogen")+"#   and took "+string(dmg)+" HP of damage!"
        }
        with global.healthbar[pl] {
            x = xstart
            y = ystart
            path_start(p_shake,6,0,0)
        }
        global.s_hp[pl] -= dmg
        alarm[2] = 1
    } else {
        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
write_line("Status master for player "+string(pl)+" created.")
global.current_inv = pl-1
if !global.s_poison[pl] and !global.s_infected[pl] and !global.s_solid[pl] and !global.s_numb[pl] and !global.s_crying[pl] and !global.s_shocked[pl] and !global.s_asleep[pl] and !global.s_cantconcentrate[pl] {
    alarm[11] = 1
} else {
    if global.s_poison[pl] = 1 {
        var a = instance_create(0,0,objBattleMsg);
        dmg = 20+irandom_range(-5,5)
        if dmg &gt;= global.s_hp[pl] {
            instance_create(0,0,objMortalDamage)
            a.strno = 0;
            a.str[0] = global.s_name[pl]+" felt pain from the poison#   and took "+string(dmg)+" HP of mortal damage!"
        } else {
            audio_play_sound(sndbump,0,0)
            a.strno = 0;
            a.str[0] = global.s_name[pl]+" felt pain from the poison#   and took "+string(dmg)+" HP of damage!"
        }
        with global.healthbar[pl] {
            x = xstart
            y = ystart
            path_start(p_shake,6,0,0)
        }
        global.s_hp[pl] -= dmg
        alarm[1] = 1
    } else {
        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>
