public CharacterData(Character c, Action a)
    {
        //controlled
        scene = c.getScene();
        slot = c.getSlot();
        world = c.getWorld();
        levelUpsAvailable = c.getLevelUpsAvailable();
        experience = c.getExperience();
        hitDie = c.getHitDie();

        //!controlled
        expGive = c.getExpGive();
        friendly = c.getFriendly();
        talk = c.getTalk();

        //character
        race = c.getRace();
        alignment = c.getAlignment();
        affiliation = c.getAffiliation();
        profession = c.getProfession();
        title = c.getTitle();
        characterClass1 = c.getCharacterClass1();
        characterClass2 = c.getCharacterClass2();
        prestigeClass = c.getPrestigeClass();
        controlled = c.getControlled();

        //entity
        name = c.getName();
        level1 = c.getLevel1();
        level2 = c.getLevel2();
        prestigeLevel = c.getPrestigeLevel();
        totalLevel = c.getTotalLevel();
        strength = c.getStrength();
        dexterity = c.getDexterity();
        constitution = c.getConstitution();
        intelligence = c.getIntelligence();
        wisdom = c.getWisdom();
        charisma = c.getCharisma();
        initiativeBonus = c.getInitiativeBonus();
        hostile = c.getHostile();
        initSet = c.getInitSet();
        turn = c.getTurn();
        done = c.getDone();
        initiative = c.getInitiative();
        basicAttackBonus = c.getBasicAttackBonus();
        fortitude = c.getFortitude();
        reflex = c.getReflex();
        will = c.getWill();
        skill = c.getSkill();
        feat = c.getFeat();
        skillPoints = c.getSkillPoints();
        featPoints = c.getFeatPoints();
        classSkill = c.getClassSkill();
        xLocation = c.getXLocation();
        yLocation = c.getYLocation();
        xDirection = c.getXDirection();
        yDirection = c.getYDirection();
        inventory = c.getInventory();
        status = c.getStatus();

        //attackable
        currentHealth = c.getCurrentHealth();
        maxHealth = c.getMaxHealth();
        armorClass = c.getArmorClass();
        prefabName = c.getPrefabName();

        //action
        standardAction = a.getStandardAction();
        moveAction = a.getMoveAction();
        freeAction = a.getFreeAction();
        swiftAction = a.getSwiftAction();
        immediateAction = a.getImmediateAction();
        aoo = a.getAoo();
        currentSpeed = a.getCurrentSpeed();
        maxSpeed = a.getMaxSpeed();
        moveLock = a.getMoveLock();
        aooProvoked = a.getAooProvoked();
        xEnd = a.getXEnd();
        yEnd = a.getYEnd();
        xDir = a.getXDir();
        yDir = a.getYDir();
    }
 //character
 public void setRace(EnumList.Race i)
 {
     race = i;
 }
    public CharacterData(int scene, int slot, int world, int levelUpsAvailable, int experience, int hitDie,
	int expGive, bool friendly, Talk talk,
	EnumList.Race race, EnumList.Alignment alignment, EnumList.Affiliation affiliation, EnumList.Profession profession, EnumList.Title title, EnumList.CharacterClass characterClass1, EnumList.CharacterClass characterClass2, EnumList.CharacterClass prestigeClass, bool controlled,
	string name, int level1, int level2, int prestigeLevel, int totalLevel, int strength, int dexterity, int constitution, int intelligence, int wisdom, int charisma, int initiativeBonus, bool hostile, bool initSet, bool turn, bool done, int initiative, int[] basicAttackBonus, int fortitude, int reflex, int will, int[] skill, Feat[] feat, int skillPoints, int featPoints, bool[] classSkill, float xLocation, float yLocation, float xDirection, float yDirection, Inventory inventory, EnumList.Status status,
	int currentHealth, int maxHealth, int armorClass, string prefabName,
	DateTime dateTime, float transformLocationX, float transformLocationY,
	int standardAction, int moveAction, int freeAction, int swiftAction, int immediateAction, int aoo, int currentSpeed, int maxSpeed, bool moveLock, bool aooProvoked, float xEnd, float yEnd, float xDir, float yDir)
    {
        //controlled
        this.scene = scene;
        this.slot = slot;
        this.world = world;
        this.levelUpsAvailable = levelUpsAvailable;
        this.experience = experience;
        this.hitDie = hitDie;

        //!controlled
        this.expGive = expGive;
        this.friendly = friendly;
        this.talk = talk;

        //character
        this.race = race;
        this.alignment = alignment;
        this.affiliation = affiliation;
        this.profession = profession;
        this.title = title;
        this.characterClass1 = characterClass1;
        this.characterClass2 = characterClass2;
        this.prestigeClass = prestigeClass;
        this.controlled = controlled;

        //entity
        this.name = name;
        this.level1 = level1;
        this.level2 = level2;
        this.prestigeLevel = prestigeLevel;
        this.totalLevel = totalLevel;
        this.strength = strength;
        this.dexterity = dexterity;
        this.constitution = constitution;
        this.intelligence = intelligence;
        this.wisdom = wisdom;
        this.charisma = charisma;
        this.initiativeBonus = initiativeBonus;
        this.hostile = hostile;
        this.initSet = initSet;
        this.turn = turn;
        this.done = done;
        this.initiative = initiative;
        this.basicAttackBonus = basicAttackBonus;
        this.fortitude = fortitude;
        this.reflex = reflex;
        this.will = will;
        this.skill = skill;
        this.feat = feat;
        this.skillPoints = skillPoints;
        this.featPoints = featPoints;
        this.classSkill = classSkill;
        this.xLocation = xLocation;
        this.yLocation = yLocation;
        this.xDirection = xDirection;
        this.yDirection = yDirection;
        this.inventory = inventory;
        this.status = status;

        //attackable
        this.currentHealth = currentHealth;
        this.maxHealth = maxHealth;
        this.armorClass = armorClass;
        this.prefabName = prefabName;

        //system
        this.dateTime = dateTime;
        this.transformLocationX = transformLocationX;
        this.transformLocationY = transformLocationY;

        //action
        this.standardAction = standardAction;
        this.moveAction = moveAction;
        this.freeAction = freeAction;
        this.swiftAction = swiftAction;
        this.immediateAction = immediateAction;
        this.aoo = aoo;
        this.currentSpeed = currentSpeed;
        this.maxSpeed = maxSpeed;
        this.moveLock = moveLock;
        this.aooProvoked = aooProvoked;
        this.xEnd = xEnd;
        this.yEnd = yEnd;
        this.xDir = xDir;
        this.yDir = yDir;
    }
 private void completeCharacter()
 {
     if(raceGridInt == 4) {
         characterRace = EnumList.Race.HalfElf;
     } else if(raceGridInt == 5) {
         characterRace = EnumList.Race.HalfOrc;
     } else {
         characterRace = (EnumList.Race) Enum.Parse(typeof(EnumList.Race), raceStrings[raceGridInt]);
     }
     characterClass = (EnumList.CharacterClass) Enum.Parse(typeof(EnumList.CharacterClass), classStrings[classGridInt]);
     saveTempCharacter();
     Application.LoadLevel(2);		//eventually calculate this from questionnaire
 }