<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>spr_check</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>-6</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>hit = instance_place(x,y,obj_purchase);

upgrade1 = true;
upgrade2 = true;
upgrade3 = true;
upgrade4 = true;
upgrade5 = true;
upgrade6 = true;
upgrade7 = true;
upgrade8 = true;

dontUpgrade1 = false;
dontUpgrade2 = false;
dontUpgrade3 = false;
dontUpgrade4 = false;
dontUpgrade5 = false;
dontUpgrade6 = false;
dontUpgrade7 = false;
dontUpgrade8 = false;

drawCheck1 = false;
drawCheck2 = false;
drawCheck3 = false;
drawCheck4 = false;
drawCheck5 = false;
drawCheck6 = false;
drawCheck7 = false;
drawCheck8 = false;

//global.coinCount -= hit.myCost;
//hit.canBuy = true;
if(hit.myNumberSoldier = -1){
    if(global.alchemist = 1){
        upgrade1 = false;
    } else if(global.alchemist = 2){
        upgrade2 = false;
    } else if(global.alchemist = 3){
        upgrade3 = false;
    } else if(global.alchemist = 4){
        upgrade4 = false;
    }
} else if (hit.myNumberSoldier != -1){
    if(global.soldier = 1){
        upgrade5 = false;
    } else if(global.soldier = 2){
        upgrade6 = false;
    } else if(global.soldier = 3){
        upgrade7 = false;
    } else if(global.soldier = 4){
        upgrade8 = 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>hit = instance_place(x,y,obj_purchase);
if(!upgrade1 &amp;&amp; !dontUpgrade1){
    hit.canBuy = true;
    dontUpgrade1 = true;
}
if(!upgrade2 &amp;&amp; !dontUpgrade2){
    hit.canBuy = true;
    dontUpgrade2 = true;
}
if(!upgrade3 &amp;&amp; !dontUpgrade3){
    hit.canBuy = true;
    dontUpgrade3 = true;
}
if(!upgrade4 &amp;&amp; !dontUpgrade4){
    hit.canBuy = true;
    dontUpgrade4 = true;
}
if(!upgrade5 &amp;&amp; !dontUpgrade5){
    hit.canBuy = true;
    dontUpgrade5 = true;
}
if(!upgrade6 &amp;&amp; !dontUpgrade6){
    hit.canBuy = true;
    dontUpgrade6 = true;
}
if(!upgrade7 &amp;&amp; !dontUpgrade7){
    hit.canBuy = true;
    dontUpgrade7 = true;
}
if(!upgrade8 &amp;&amp; !dontUpgrade8){
    hit.canBuy = true;
    dontUpgrade8 = true;
}

if(dontUpgrade1 &amp;&amp; global.alchemist = 1){
    drawCheck1 = true;
}
if(dontUpgrade2 &amp;&amp; global.alchemist = 2){
    drawCheck2 = true;
}
if(dontUpgrade3 &amp;&amp; global.alchemist = 3){
    drawCheck3 = true;
}
if(dontUpgrade4 &amp;&amp; global.alchemist = 4){
    drawCheck4 = true;
}
if(dontUpgrade5 &amp;&amp; global.soldier = 1){
    drawCheck5 = true;
}
if(dontUpgrade6 &amp;&amp; global.soldier = 2){
    drawCheck6 = true;
}
if(dontUpgrade7 &amp;&amp; global.soldier = 3){
    drawCheck7 = true;
}
if(dontUpgrade8 &amp;&amp; global.soldier = 4){
    drawCheck8 = true;
}
</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>hit = instance_place(x,y,obj_purchase);

if(drawCheck1 &amp;&amp; global.alchemist = 1 &amp;&amp; hit.myNumberSoldier = -1){
    draw_sprite(spr_check,-1,x,y);
}
if(drawCheck2 &amp;&amp; global.alchemist = 2 &amp;&amp; hit.myNumberSoldier = -1){
    draw_sprite(spr_check,-1,x,y);
}
if(drawCheck3 &amp;&amp; global.alchemist = 3 &amp;&amp; hit.myNumberSoldier = -1){
    draw_sprite(spr_check,-1,x,y);
}
if(drawCheck4 &amp;&amp; global.alchemist = 4 &amp;&amp; hit.myNumberSoldier = -1){
    draw_sprite(spr_check,-1,x,y);
}
if(drawCheck5 &amp;&amp; global.soldier = 1 &amp;&amp; hit.myNumberSoldier != -1){
    draw_sprite(spr_check,-1,x,y);
}
if(drawCheck6 &amp;&amp; global.soldier = 2 &amp;&amp; hit.myNumberSoldier != -1){
    draw_sprite(spr_check,-1,x,y);
}
if(drawCheck7 &amp;&amp; global.soldier = 3 &amp;&amp; hit.myNumberSoldier != -1){
    draw_sprite(spr_check,-1,x,y);
}
if(drawCheck8 &amp;&amp; global.soldier = 4 &amp;&amp; hit.myNumberSoldier != -1){
    draw_sprite(spr_check,-1,x,y);
}

</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>
