<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>spr_purchase</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>coinsPerClickUpgrade = 1;
coinsPerSecondUpgrade = 1;
dmgPerSecondUpgrade = 1;
myCost = 0;
canBuy = 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(global.alchemist = 1){
    if(myNumberAlchemist = 1){
        myCost = 100;
        coinsPerClickUpgrade = 2;
        coinsPerSecondUpgrade = 1;
        
    } else if (myNumberAlchemist = 2){
        myCost = 500;
        coinsPerClickUpgrade = 1;
        coinsPerSecondUpgrade = 2;
        
    } else if (myNumberAlchemist = 3){
        myCost = 2500;
        coinsPerClickUpgrade = 2;
        coinsPerSecondUpgrade = 2;
        
    } else if (myNumberAlchemist = 4){
        myCost = 10000;
        coinsPerClickUpgrade = 3;
        coinsPerSecondUpgrade = 3;
        
    }
} else if(global.alchemist = 2){
    if(myNumberAlchemist = 1){
        myCost = 200;
        coinsPerClickUpgrade = 2;
        coinsPerSecondUpgrade = 1;
        
    } else if (myNumberAlchemist = 2){
        myCost = 1000;
        coinsPerClickUpgrade = 1;
        coinsPerSecondUpgrade = 2;
        
    } else if (myNumberAlchemist = 3){
        myCost = 5000;
        coinsPerClickUpgrade = 2;
        coinsPerSecondUpgrade = 2;
        
    } else if (myNumberAlchemist = 4){
        myCost = 25000;
        coinsPerClickUpgrade = 3;
        coinsPerSecondUpgrade = 3;
        
    }
} else if(global.alchemist = 3){
    if(myNumberAlchemist = 1){
        myCost = 300;
        coinsPerClickUpgrade = 2;
        coinsPerSecondUpgrade = 1;
        
    } else if (myNumberAlchemist = 2){
        myCost = 1500;
        coinsPerClickUpgrade = 1;
        coinsPerSecondUpgrade = 2;
        
    } else if (myNumberAlchemist = 3){
        myCost = 7500;
        coinsPerClickUpgrade = 2;
        coinsPerSecondUpgrade = 2;
        
    } else if (myNumberAlchemist = 4){
        myCost = 42500;
        coinsPerClickUpgrade = 3;
        coinsPerSecondUpgrade = 3;
        
    }
} else if(global.alchemist = 4){
    if(myNumberAlchemist = 1){
        myCost = 400;
        coinsPerClickUpgrade = 2;
        coinsPerSecondUpgrade = 1;
        
    } else if (myNumberAlchemist = 2){
        myCost = 2000;
        coinsPerClickUpgrade = 1;
        coinsPerSecondUpgrade = 2;
        
    } else if (myNumberAlchemist = 3){
        myCost = 10000;
        coinsPerClickUpgrade = 2;
        coinsPerSecondUpgrade = 2;
        
    } else if (myNumberAlchemist = 4){
        myCost = 50000;
        coinsPerClickUpgrade = 3;
        coinsPerSecondUpgrade = 3;
        
    }
}

if(global.soldier = 1){
    if(myNumberSoldier = 1){
        myCost = 500;
        dmgPerSecondUpgrade = 2;
        
    } else if (myNumberSoldier = 2){
        myCost = 2500;
        dmgPerSecondUpgrade = 2;
        
    } else if (myNumberSoldier = 3){
        myCost = 10000;
        dmgPerSecondUpgrade = 2;
        
    } else if (myNumberSoldier = 4){
        myCost = 40000;
        dmgPerSecondUpgrade = 2;
        
    }
} else if(global.soldier = 2){
    if(myNumberSoldier = 1){
        myCost = 600;
        dmgPerSecondUpgrade = 2;
        
    } else if (myNumberSoldier = 2){
        myCost = 3000;
        dmgPerSecondUpgrade = 2;
        
    } else if (myNumberSoldier = 3){
        myCost = 14000;
        dmgPerSecondUpgrade = 3;
        
    } else if (myNumberSoldier = 4){
        myCost = 60000;
        dmgPerSecondUpgrade = 3;
        
    }
} else if(global.soldier = 3){
    if(myNumberSoldier = 1){
        myCost = 700;
        dmgPerSecondUpgrade = 3;
        
    } else if (myNumberSoldier = 2){
        myCost = 3500;
        dmgPerSecondUpgrade = 3;
        
    } else if (myNumberSoldier = 3){
        myCost = 18000;
        dmgPerSecondUpgrade = 3;
        
    } else if (myNumberSoldier = 4){
        myCost = 90000;
        dmgPerSecondUpgrade = 4;
        
    }
} else if(global.soldier = 4){
    if(myNumberSoldier = 1){
        myCost = 800;
        dmgPerSecondUpgrade = 4;
        
    } else if (myNumberSoldier = 2){
        myCost = 4000;
        dmgPerSecondUpgrade = 4;
        
    } else if (myNumberSoldier = 3){
        myCost = 20000;
        dmgPerSecondUpgrade = 4;
        
    } else if (myNumberSoldier = 4){
        myCost = 100000;
        dmgPerSecondUpgrade = 4;
        
    }
}

if(myCost &lt; global.coinCount){
    image_blend = c_white;
} else {
    image_blend = c_gray;
}

if(canBuy){
    global.coinCount-=myCost;
    global.coinGain *= coinsPerClickUpgrade;
    global.coinsPerSecond *= coinsPerSecondUpgrade;
    global.dmgPerSecond *= dmgPerSecondUpgrade;
    canBuy = false;
}

</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>
