// Creates a default new hero party for a new game
    public static void NewHeroParty()
    {
        //Create HeroParty
        Party = new HeroParty(1);

        // Add default heroes to HeroParty
        Party.AddHero(new BattleHero(HeroType.Sabin, new BattleStats(), null, "Hero1"));
        if (DefaultNumPartyMembers > 1)
        {
            Party.AddHero(new BattleHero(HeroType.Edgar, new BattleStats(), null, "Hero2"));
        }
        if (DefaultNumPartyMembers > 2)
        {
            Party.AddHero(new BattleHero(HeroType.Locke, new BattleStats(), null, "Hero3"));
        }
        if (DefaultNumPartyMembers > 3)
        {
            Party.AddHero(new BattleHero(HeroType.Celes, new BattleStats(), null, "Hero4"));
        }

        // Add gold and default items to the new HeroParty
        Party.Gold = 275;
        Party.Inventory.AddInvItem(InvNames.Potion_Health_Small, 1);
        Party.Inventory.AddInvItem(InvNames.Potion_Health_Tiny, 2);
    }
    // Used for debugging, provides 4 overpowered
    public static void NewBuffParty()
    {
        int gold = Party.Gold;

        Party = new HeroParty(4);
        Party.AddHero(new BattleHero(HeroType.Sabin, new BattleStats(), null, "Hero1"));
        Party.AddHero(new BattleHero(HeroType.Edgar, new BattleStats(), null, "Hero2"));
        Party.AddHero(new BattleHero(HeroType.Locke, new BattleStats(), null, "Hero3"));
        Party.AddHero(new BattleHero(HeroType.Celes, new BattleStats(), null, "Hero4"));
        BattleStats stats = new BattleStats();

        int[] bonuses = new int[] { 2000, 2000, 750, 750, 750, 750,
                                    50, 50, 50, 50, 50, 0, 0 };
        stats.Import(bonuses);
        foreach (BattleHero hero in Party.Hero)
        {
            hero.BStats.Equip(stats);
            hero.HealAll();
        }
        Party.Gold = gold;
    }