<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>&lt;undefined&gt;</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>5</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>i = 0;
repeat (10) {
    sx[i] = x;
    sy[i] = y;
    i += 1;
}
alpha1 = 0.8;
alpha2 = 0.6;
alpha3 = 0.4;
alpha4 = 0.2;
fx = 0;
</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>sx[10] = sx[9];
sx[9] = sx[8];
sx[8] = sx[7];
sx[7] = sx[6];
sx[6] = sx[5];
sx[5] = sx[4];
sx[4] = sx[3];
sx[3] = sx[2];
sx[2] = sx[1];
sx[1] = sx[0];
sx[0] = x;
sy[10] = sy[9];
sy[9] = sy[8];
sy[8] = sy[7];
sy[7] = sy[6];
sy[6] = sy[5];
sy[5] = sy[4];
sy[4] = sy[3];
sy[3] = sy[2];
sy[2] = sy[1];
sy[1] = sy[0];
sy[0] = y;
if (fx == 0) {
    alpha1 = 0.8;
    alpha2 = 0.6;
    alpha3 = 0.4;
    alpha4 = 0.2;
}
if (fx == 1) {
    alpha1 = 0.2;
    alpha2 = 0.8;
    alpha3 = 0.6;
    alpha4 = 0.4;
}
if (fx == 2) {
    alpha1 = 0.4;
    alpha2 = 0.2;
    alpha3 = 0.8;
    alpha4 = 0.6;
}
if (fx == 3) {
    alpha1 = 0.6;
    alpha2 = 0.4;
    alpha3 = 0.2;
    alpha4 = 0.8;
}
fx += 1;
if (fx &gt; 3) fx = 0;
x = oCharacter.x;
y = oCharacter.y;
if (global.currentsuit == 2) image_blend = make_color_rgb(165, 66, 181);
if (oCharacter.dash == 0 &amp;&amp; oCharacter.charge == 0 &amp;&amp; (oCharacter.state != 28 &amp;&amp; oCharacter.state != 29 &amp;&amp; oCharacter.state != 30 || oCharacter.state == 31 &amp;&amp; oCharacter.statetime &gt;= 10)) instance_destroy();
</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_character_from_surface(sx[7], sy[7], c_white, alpha4 - 0.4);
draw_character_from_surface(sx[5], sy[5], c_white, alpha3 - 0.3);
draw_character_from_surface(sx[3], sy[3], c_white, alpha2 - 0.15);
draw_character_from_surface(sx[1], sy[1], c_white, alpha1);
</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>
