public static void NewClass()
    {
        Fusilier.Clear();
        Fusilier.level = 0;
        CurrentGame.game.memoryGeneral.impClassProgress.fusilier.level    = 0;
        CurrentGame.game.memoryGeneral.impClassProgress.fusilier.name     = "Fusilier";
        CurrentGame.game.memoryGeneral.impClassProgress.fusilier.movement = 5;
        CurrentGame.game.memoryGeneral.impClassProgress.fusilier.classWeapons.classWeapon1.type = "Ranged";
        CurrentGame.game.memoryGeneral.impClassProgress.fusilier.classWeapons.classWeapon1.rank = 3;
        CurrentGame.game.memoryGeneral.impClassProgress.fusilier.classWeapons.classWeapon1.type = "Axe";
        CurrentGame.game.memoryGeneral.impClassProgress.fusilier.classWeapons.classWeapon2.rank = 2;
        CurrentGame.game.memoryGeneral.impClassProgress.fusilier.caps = Fusilier.Caplist();

        LevelUpClass();
    }
    public static void LevelUpClass()
    {
        Fusilier.LevelUp();
        CurrentGame.game.memoryGeneral.impClassProgress.fusilier.level     = CurrentGame.game.memoryGeneral.impClassProgress.fusilier.level + 1;
        CurrentGame.game.memoryGeneral.impClassProgress.fusilier.modifiers = Fusilier.ModList();

        foreach (string id in CurrentGame.game.memoryGeneral.impClassProgress.fusilier.subbed)
        {
            Unit me = new Unit();
            foreach (Unit u in CurrentGame.game.storeroom.units)
            {
                if (id == u.unitID)
                {
                    u.unitClass.main.imp.fusilier.modifiers = CurrentGame.game.memoryGeneral.impClassProgress.fusilier.modifiers;
                    u.unitClass.main.imp.fusilier.level     = CurrentGame.game.memoryGeneral.impClassProgress.fusilier.level;
                }
            }
        }
    }