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(); } }