protected BaseCharacter EnemyCreation(Stats.StatTypes primaryStat = Stats.StatTypes.STRENGTH, int hp = 1, int def = 1, int str = 1, int agl = 1, int intellect = 1, int wis = 1, int level = 5)
 {
     primary = primaryStat;
     int statTotal = hp + def + str + agl + intellect + wis;
     if (statTotal < level)
     {
         for (int i = 0; i < level - statTotal; i++)
         {
             int statChoice = Random.Range(0, 6);
             switch (statChoice)
             {
                 case 0: if (hp != 0) hp++; else i--; break;
                 case 1: if (def != 0) def++; else i--; break;
                 case 2: if (str != 0) str++; else i--; break;
                 case 3: if (agl != 0) agl++; else i--; break;
                 case 4: if (intellect != 0) intellect++; else i--; break;
                 case 5: if (wis != 0) wis++; else i--; break;
                 default: i--; break;
             }
         }
     }
     return new BaseCharacter(primary, hp, def, str, agl, intellect, wis);
 }
 public BaseCharacter(Stats.StatTypes primaryStat = Stats.StatTypes.STRENGTH,int hp = 2, int def = 2, int str = 2, int agl = 2, int intellect = 2, int wis = 2)
 {
     this._primaryStat = primaryStat;
     characterStats = new Stats(hp, def, str, agl, intellect, wis);
 }