public void pillageTown()
 {
     townMenuButtons(true);
     townPillage.SetActive(false);
     townRansom.SetActive(false);
     townRetreat.SetActive(false);
     MapManagement.createBattleScene(curInteractedParty, Player.mainParty.battlefieldTypes);
     closeDialogue(PanelType.town);
 }
 public void pillageCity()
 {
     cityPillage.SetActive(false);
     cityRansom.SetActive(false);
     cityRetreat.SetActive(false);
     cityMenuButtons(true);
     closeDialogue(PanelType.city);
     MapManagement.createBattleScene(curInteractedParty, Player.mainParty.battlefieldTypes);
 }
    public void ambushNPC()
    {
        makeSurePanel.SetActive(false);
        int rand = (int)UnityEngine.Random.Range(1, 100);

        Debug.Log(rand);
        if (ambushR >= rand)
        {
            closeDialogue(PanelType.NPC);
            MapManagement.createBattleScene(curInteractedParty, Player.mainParty.battlefieldTypes);
        }
        else
        {
            npcAmbush.GetComponent <Button>().interactable = false;
        }
    } //TODO: based on INT
 public void attackNPC()
 {
     makeSurePanel.SetActive(false);
     closeDialogue(PanelType.NPC);
     MapManagement.createBattleScene(curInteractedParty, Player.mainParty.battlefieldTypes);
 }