public static bool Init()
        {
            Commando.Setup();
            Huntress.Setup();
            Artificer.Setup();
            Mercenary.Setup();
            Engineer.Setup();
            Acrid.Setup();

            return(true);

            //#region merc
            //LoadoutAPI.AddSkill(typeof(VTStates.States.Mercenary.SummonClones));
            //{
            //    SkillDef mySkillDef = ScriptableObject.CreateInstance<SkillDef>();
            //    mySkillDef.activationState = new SerializableEntityStateType(typeof(VTStates.States.Mercenary.SummonClones));
            //    mySkillDef.activationStateMachineName = "Weapon";
            //    mySkillDef.baseMaxStock = 2;
            //    mySkillDef.baseRechargeInterval = 16f;
            //    mySkillDef.beginSkillCooldownOnSkillEnd = false;
            //    mySkillDef.canceledFromSprinting = false;
            //    mySkillDef.fullRestockOnAssign = true;
            //    mySkillDef.interruptPriority = InterruptPriority.Any;
            //    mySkillDef.isBullets = false;
            //    mySkillDef.isCombatSkill = true;
            //    mySkillDef.mustKeyPress = true;
            //    mySkillDef.noSprint = false;
            //    mySkillDef.rechargeStock = 1;
            //    mySkillDef.requiredStock = 1;
            //    mySkillDef.shootDelay = 0f;
            //    mySkillDef.stockToConsume = 1;
            //    //mySkillDef.icon = Resources.Load<Sprite>()
            //    mySkillDef.skillDescriptionToken = "Summon a shadow clone that inherits your items";
            //    mySkillDef.skillName = "EXPANDEDSKILLS_SUMMONCLONE_SPECIAL";
            //    mySkillDef.skillNameToken = "Shadow Clones";

            //    LoadoutAPI.AddSkillDef(mySkillDef);

            //    GameObject gameObject = Resources.Load<GameObject>("prefabs/characterbodies/mercbody");
            //    SkillLocator component = gameObject.GetComponent<SkillLocator>();
            //    SkillFamily skillFamily = component.special.skillFamily;

            //    Array.Resize(ref skillFamily.variants, skillFamily.variants.Length + 1);

            //    skillFamily.variants[skillFamily.variants.Length - 1] = new SkillFamily.Variant
            //    {
            //        skillDef = mySkillDef,
            //        unlockableName = "",
            //        viewableNode = new ViewablesCatalog.Node(mySkillDef.skillNameToken, false, null)

            //    };
            //}


            //#endregion merc

            #region commando

            #endregion commando
        }