public void LowerLevel(level_stats stat)
    {
        switch (stat)
        {
        case level_stats.health:
            player.LevelDown(LUS.stats[0]);
            break;

        case level_stats.magic:
            player.LevelDown(LUS.stats[1]);
            break;

        case level_stats.capability:
            player.LevelDown(LUS.stats[2]);
            break;
        }
        player.souls += player.levelUP_startCost + (player.levelUP_levelAdditionCost * player.level);
        GetNextLevelUP();
        SetSouls();
        SetStatLevelUI();
        SetStatPage();
    }
    public void RaiseLevel(level_stats stat)
    {
        switch (stat)
        {
        case level_stats.health:
            player.LevelUp(LUS.stats[0]);
            break;

        case level_stats.magic:
            player.LevelUp(LUS.stats[1]);
            break;

        case level_stats.capability:
            player.LevelUp(LUS.stats[2]);
            break;
        }
        player.souls -= nextLevelUpCost;
        GetNextLevelUP();
        SetSouls();
        SetStatLevelUI();
        SetStatPage();
    }