BestiaryEntry CompileEntry()
        {
            BestiaryEntry newEntry = new BestiaryEntry();
            newEntry.name = nameBox.Text;
            newEntry.graphicsRow = (int)graphicsUpDown.Value;
            newEntry.ghost = ghostCheck.Checked;
            newEntry.dependent = dependentBox.Text;

            newEntry.xOffset = (int)xOffsetUpDown.Value;
            newEntry.yOffset = (int)yOffsetUpDown.Value;

            newEntry.width = (int)widthUpDown.Value;
            newEntry.height = (int)heightUpDown.Value;

            newEntry.speed = (int)speedUpDown.Value;
            newEntry.decisiveness = (int)decisiveUpDown.Value;
            newEntry.health = (int)healthUpDown.Value;

            if (stationaryRadio.Checked)
                newEntry.movementType = BestiaryEntry.MovementTypes.stationary;
            else if (randomRadio.Checked)
                newEntry.movementType = BestiaryEntry.MovementTypes.random;
            else
            {
                newEntry.movementType = BestiaryEntry.MovementTypes.intelligent;
                newEntry.wanderer = wanderCheck.Checked;
                newEntry.intelligence = (int)intelligentUpDown.Value;
            }

            return newEntry;
        }
        void DisplayEntry(BestiaryEntry entry)
        {
            nameBox.Text = entry.name;
            graphicsUpDown.Value = entry.graphicsRow;
            ghostCheck.Checked = entry.ghost;
            dependentBox.Text = entry.dependent;

            xOffsetUpDown.Value = entry.xOffset;
            yOffsetUpDown.Value = entry.yOffset;

            widthUpDown.Value = entry.width;
            heightUpDown.Value = entry.height;

            speedUpDown.Value = entry.speed;
            decisiveUpDown.Value = entry.decisiveness;
            healthUpDown.Value = entry.health;

            stationaryRadio.Checked = false;
            randomRadio.Checked = false;
            intelligentRadio.Checked = false;

            switch (entry.movementType)
            {
                case BestiaryEntry.MovementTypes.stationary:
                    stationaryRadio.Checked = true;
                    break;
                case BestiaryEntry.MovementTypes.random:
                    randomRadio.Checked = true;
                    break;
                default:
                    intelligentRadio.Checked = true;
                    intelligentUpDown.Value = entry.intelligence;
                    wanderCheck.Checked = entry.wanderer;
                    break;
            }
        }