//Event handler for every time the rain timer ticks
        private void rain_Tick(object sender, EventArgs e)
        {
            for (int i = 0; i < rainAmount; i++)
            {
                int nextInt     = Rand.Next(0, rainDokiesSelected);
                int nextSizeInt = Rand.Next(0, rainSizeCount);
                if (!justMonika)
                {
                    if (nextInt == 0 && !rainSayori)
                    {
                        nextInt++;
                    }
                    if (nextInt == 1 && !rainNatsuki)
                    {
                        nextInt++;
                    }
                    if (nextInt == 2 && !rainYuri)
                    {
                        nextInt++;
                    }
                }
                else
                {
                    nextInt = (int)Who.wMonika;
                }
                if (nextSizeInt == 0 && !rainLarge)
                {
                    nextSizeInt++;
                }
                if (nextSizeInt == 1 && !rainMedium)
                {
                    nextSizeInt++;
                }

                Who      next     = (Who)nextInt;
                DokiSize nextSize = (DokiSize)nextSizeInt;
                Doki     doki     = null;
                switch (next)
                {
                case Who.wSayori:
                    doki = GetSayori((int)nextSize, true);
                    break;

                case Who.wNatsuki:
                    doki = GetNatsuki((int)nextSize, true);
                    break;

                case Who.wYuri:
                    doki = GetYuri((int)nextSize, true);
                    break;

                case Who.wMonika:
                    doki = GetMonika((int)nextSize, true);
                    break;
                }
                doki.Location = new Point(Rand.Next(0, doki.rWall), -doki.Height - 5);
                doki.Show();
            }
            rain.Interval = Rand.Next(lowerRainInterval, higherRainInterval + 1);
        }
        //Adds the kill button and name to the alive list
        private void addDokiControlls(Doki doki, string tText = "")
        {
            Label t = new Label();

            if (string.IsNullOrEmpty(tText))
            {
                t.Text = getText();
            }
            else
            {
                t.Text = tText;
            }

            doki.Location = new Point(Rand.Next(0, doki.rWall), Rand.Next(0, doki.floor / 2));
            Dokies.Add(doki);
            doki.Show();
            FlowLayoutPanel p = new FlowLayoutPanel();

            p.Name          = "test";
            p.FlowDirection = FlowDirection.LeftToRight;
            p.Size          = new Size(this.fpAlive.ClientSize.Width - 25, 25);
            p.Controls.Add(t);

            Button b = new Button();

            b.Text = "Kill";
            if (justMonika)
            {
                b.Enabled = false;
            }
            p.Controls.Add(b);

            p.Disposed += (ss, ee) =>
            {
                this.fpAlive.Controls.Remove(p);
                t.Dispose();
                b.Dispose();
            };

            b.Click += (ss, ee) =>
            {
                p.Dispose();
            };

            b.Click += doki.DokiCloseHandle;

            this.fpAlive.Controls.Add(p);
        }