/// <summary>
        /// This method will be called everytime a move is made to keep track of where the character is and what enemy will spawn.
        /// </summary>
        /// <param name="location"></param>
        private void MoveChar(Location location)
        {
            if (character.HasGotKey(location) == false)
            {
                gameTextBox.Text += "You need the " + location.RequiredKey.Name + " to enter this room \n";
                BottomMsg();
                return;
            }

            character.CharLocation = location;

            locationLabel.Text = location.Name;
            descLabel.Text     = location.LokationsDesc;

            if (location.RoomEnemy != null)
            {
                gameTextBox.Text += "Prepare for battle! You have a " + location.RoomEnemy.Name + " incoming! \n";

                Enemy roomEnemy = WorldEvents.EnemyID(location.RoomEnemy.ID);

                enemy = new Enemy(roomEnemy.ID, roomEnemy.Name, roomEnemy.Damage, roomEnemy.GivenExp, roomEnemy.Health, roomEnemy.TotalHealth);

                foreach (Loot droppedLoot in roomEnemy.DropLoot) // Ooh, the enemy will drop loot.
                {
                    enemy.DropLoot.Add(droppedLoot);
                }
            }

            CharacterUpdate();

            GearUpdate();
            Map();
            BottomMsg();
        }
        /// <summary>
        /// Creating the character, adding what the character stats with and where the character is starting.
        /// </summary>
        public CharlesÄventyr()
        {
            InitializeComponent();

            character = new Character(0, 10, 10);
            character.Bag.Add(new Inventory(WorldEvents.ItemID(WorldEvents.Weapon_ID_Iron_Sword), 1));
            MoveChar(WorldEvents.LocationID(WorldEvents.Location_ID_Start));

            CharacterUpdate();
            exitCombat();
            atkButton.Visible = false;
        }