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<object>
  <spriteName>spr_button</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>isClicked = false;
myXScale = image_xscale;
myYScale = image_yscale;

scaleDownOnce = true;
scaleUpOnce = false;

pressedButton = false;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="3" 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>if(isClicked){
    if(scaleDownOnce){
        myXScale -=.05;
        myYScale -=.05;
        scaleDownOnce = false;
        scaleUpOnce = true;
    }
}

if(mouse_check_button_released(mb_left)){
    isClicked = false;
    if(scaleUpOnce){
        myXScale += .05;
        myYScale += .05;
        scaleUpOnce = false;
        scaleDownOnce = true;
    }
}
if(pressedButton){
    if(alchemyLevelUp){
        if(global.coinCount &gt; global.alchemyLevelCost1 &amp;&amp; global.alchemist = 1){
                obj_alchemist.level1+=1;
                global.coinGain+=1;
                global.coinsPerSecond+=1;
                global.coinCount-=global.alchemyLevelCost1;
                global.alchemyLevelCost1+= round(global.alchemyLevelCost1/100*15);
        } else if (global.coinCount &gt; global.alchemyLevelCost2 &amp;&amp; global.alchemist = 2){
                obj_alchemist.level2+=1;
                global.coinsPerSecond+=3;
                global.coinCount-=global.alchemyLevelCost2;
                global.alchemyLevelCost2+= round(global.alchemyLevelCost2/100*15);
        } else if(global.coinCount &gt; global.alchemyLevelCost3 &amp;&amp; global.alchemist = 3){
                obj_alchemist.level3+=1;
                global.coinGain+=10;
                global.coinsPerSecond+=18;
                global.coinCount-=global.alchemyLevelCost3;
                global.alchemyLevelCost3+= round(global.alchemyLevelCost3/100*15);    
        } else if(global.coinCount &gt; global.alchemyLevelCost4 &amp;&amp; global.alchemist = 4){
                obj_alchemist.level4+=1;
                global.coinGain+=25;
                global.coinsPerSecond+=30;
                global.coinCount-=global.alchemyLevelCost4;
                global.alchemyLevelCost4+= round(global.alchemyLevelCost4/100*15);
                }
    } else {
        if(global.coinCount &gt; global.soldierLevelCost1 &amp;&amp; global.soldier = 1){
                obj_soldier.level1+=1;
                global.dmgPerSecond += 2;
                global.coinCount-=global.soldierLevelCost1;
                global.soldierLevelCost1+= round(global.soldierLevelCost1/100*15);
        } else if (global.coinCount &gt; global.soldierLevelCost2 &amp;&amp; global.soldier = 2){
                obj_soldier.level2+=1;
                global.dmgPerSecond += 10;
                global.coinCount-=global.soldierLevelCost2;
                global.soldierLevelCost2+= round(global.soldierLevelCost2/100*15);
        } else if(global.coinCount &gt; global.soldierLevelCost3 &amp;&amp; global.soldier = 3){
                obj_soldier.level3+=1;
                global.dmgPerSecond += 43;
                global.coinCount-=global.soldierLevelCost3;
                global.soldierLevelCost3+= round(global.soldierLevelCost3/100*15);    
        } else if(global.coinCount &gt; global.soldierLevelCost4 &amp;&amp; global.soldier = 4){
                obj_soldier.level4+=1;
                global.dmgPerSecond += 105;
                global.coinCount-=global.soldierLevelCost4;
                global.soldierLevelCost4+= round(global.soldierLevelCost4/100*15);    
            }
        }
            pressedButton = false;
     }

image_xscale = myXScale;
image_yscale = myYScale;

</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="8" 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>draw_self();
draw_set_colour(c_black);
if(pressedAlone){
    if(alchemyLevelUp){
        if(global.alchemist = 1){
            draw_text(x,y-30,global.alchemyLevelCost1);
        } else if(global.alchemist = 2){
            draw_text(x,y-30,global.alchemyLevelCost2);
        } else if(global.alchemist = 3){
            draw_text(x,y-30,global.alchemyLevelCost3);
        } else if(global.alchemist = 4){
            draw_text(x,y-30,global.alchemyLevelCost4);
        }
    } else {
        if(global.soldier = 1){
            draw_text(x,y-30,global.soldierLevelCost1);
        } else if(global.soldier = 2){
            draw_text(x,y-30,global.soldierLevelCost2);
        } else if(global.soldier = 3){
            draw_text(x,y-30,global.soldierLevelCost3);
        } else if(global.soldier = 4){
            draw_text(x,y-30,global.soldierLevelCost4);
        }
    }
}
</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>
