public void New(BaseEvo EL)
        {
            EL.Map       = this.Map;
            EL.Location  = this.Location;
            EL.Combatant = this.Combatant;

            EL.Controled = true;
            if (ControlMaster != null)
            {
                EL.ControlMaster = this.ControlMaster;
            }
            EL.IsBonded     = true;
            EL.ControlOrder = this.ControlOrder;
            EL.ControlDest  = this.ControlDest;

            EL.Name = this.Name;
            EL.Hue  = this.Hue;
            EL.KP   = this.KP;

            EL.Str         = this.Str;
            EL.Dex         = this.Dex;
            EL.Stam        = EL.Dex;
            EL.Int         = this.Int;
            EL.Mana        = EL.Int;
            EL.HitsMaxSeed = this.HitsMaxSeed;
            EL.Hits        = this.Hits;

            EL.Ability_Charges    = this.Ability_Charges;
            EL.Ability_ChargesMax = this.Ability_ChargesMax;
            EL.Ability_Skill      = this.Ability_Skill;
            EL.Ability_Time       = this.Ability_Time;
            EL.Ability_Power      = this.Ability_Power;



            for (int i = 0; i < EL.Skills.Length; i++)
            {
                EL.Skills[i].Base = this.Skills[i].Base;
            }
            Evolve_Min_Skills(EL);
            //EL.Skills[(int)SkillName.Magery].Base = this.Skills[(int)SkillName.Magery].Base;// Setting 1 skill
        }
        public void Evolve_Min_Skills(BaseEvo EL)
        {
            if (EL.Str < (EL.m_Str / 2))
            {
                EL.Str = (EL.m_Str / 2);
            }

            if (EL.Dex < (EL.m_Dex / 2))
            {
                EL.Dex = (EL.m_Dex / 2);
            }
            EL.Stam = EL.Dex;

            if (EL.Int < (EL.m_Int / 2))
            {
                EL.Int = (EL.m_Int / 2);
            }
            EL.Mana = EL.Int;

            if (EL.HitsMaxSeed < (EL.m_Max_Hits / 2))
            {
                EL.HitsMaxSeed = (EL.m_Max_Hits / 2);
            }

            if (EL.Ability_ChargesMax < (EL.Ability_ChargesCap / 2))
            {
                EL.Ability_ChargesMax = (EL.Ability_ChargesCap / 2);
            }

            if (EL.Ability_Skill < (EL.Ability_Cap / 2))
            {
                EL.Ability_Skill = (EL.Ability_Cap / 2);
            }

            //Skills

            if (EL.Skills[43].Base < (EL.Skills[43].Cap / 2))
            {
                EL.Skills[43].Base = (EL.Skills[43].Cap / 2);              // Wresteling
            }
            if (EL.Skills[26].Base < (EL.Skills[43].Cap / 2))
            {
                EL.Skills[26].Base = (EL.Skills[43].Cap / 2);              // Tactics
            }
            if (EL.Skills[1].Base < (EL.Skills[43].Cap / 2))
            {
                EL.Skills[1].Base = (EL.Skills[43].Cap / 2);              // Anatomy
            }
            if (EL.Skills[27].Base < (EL.Skills[43].Cap / 2))
            {
                EL.Skills[27].Base = (EL.Skills[43].Cap / 2);              // Magic Resistance
            }
            if (EL.Skills[30].Base < (EL.Skills[43].Cap / 2))
            {
                EL.Skills[30].Base = (EL.Skills[43].Cap / 2);              // Poisoning
            }
            if (EL.Skills[25].Base < (EL.Skills[43].Cap / 2))
            {
                EL.Skills[25].Base = (EL.Skills[43].Cap / 2);              // Magery
            }
            if (EL.Skills[46].Base < (EL.Skills[43].Cap / 2))
            {
                EL.Skills[46].Base = (EL.Skills[43].Cap / 2);              // Meditation
            }
            if (EL.Skills[16].Base < (EL.Skills[43].Cap / 2))
            {
                EL.Skills[16].Base = (EL.Skills[43].Cap / 2);              // Evaluation Inteligence
            }
        }