public void save(string weapon)
        {
            weapons[count / 2] = weapon;
            count += 1;
            if (count >= 8)
            {
                // gtfo.
                Dictionary <string, string> a = new Dictionary <string, string>();
                a.Add("Gun", "gun");
                a.Add("Melee", "melee");
                a.Add("Shield", "shield");
                Dictionary <string, string> b = new Dictionary <string, string>();
                b.Add("Gun", "Gun");
                b.Add("Melee", "Shield");
                b.Add("Shield", "Shield");
                // let's assume certain things are selected...
                xWeapons = weapons[0];
                yWeapons = weapons[1];
                aWeapons = weapons[2];
                bWeapons = weapons[3];

                Battle.nextAllies = "<Allies>\n  <Bot>\n    <AI>HumanAI</AI>\n    <Health>500</Health>\n    <Texture>4SideFriendlyRobot</Texture>\n    <PositionX>400</PositionX>\n    <PositionY>400</PositionY>\n    <Weapon>\n      <Type>" + a[xWeapons] + "</Type>\n<Texture>" + b[xWeapons] + "</Texture>\n      <Health>300</Health>\n      <Power>10</Power>\n    </Weapon>\n    <Weapon>\n      <Type>" + a[yWeapons] + "</Type>\n      <Texture>" + b[yWeapons] + "</Texture>\n      <Health>300</Health>\n      <Power>10</Power>\n    </Weapon>\n    <Weapon>\n       <Type>" + a[aWeapons] + "</Type>\n<Texture>" + b[aWeapons] + "</Texture>\n      <Health>300</Health>\n      <Power>10</Power>\n    </Weapon>\n    <Weapon>\n       <Type>" + a[bWeapons] + "</Type>\n<Texture>" + b[bWeapons] + "</Texture>\n      <Health>300</Health>\n      <Power>10</Power>\n    </Weapon>\n  </Bot>\n  <Level>0</Level>\n  <HasWatchedIntro>0</HasWatchedIntro>\n</Allies>\n";

                this.Disposed = true;
                parentobj.NextLevel();
            }
        }