示例#1
0
        public void UseSkill(Aggregate playerType, SkillType skillType, int rank, uint userID)
        {
            #region Global Variables

            uint eid;
            Random random = new Random();

            #endregion

            #region Check Cool Down

            //make sure the user isn't cooling down from a previous use
            foreach (CoolDown cd in _game.CoolDownComponent.All)
            {
                if (cd.Type == skillType && cd.UserID == userID)
                    return;
            }

            #endregion

            switch (playerType)
            {
                #region Checking Player Type

                #region Cyborg

                case Aggregate.CyborgPlayer:

                    #region Race Variables

                    #endregion

                    switch (skillType)
                    {
                        #region Checking Skill Type

                        case SkillType.EnergyShield:

                            #region Skill Variables
                            TimedEffect timedEffectShield;
                            Buff buffEffectShield;
                            float effectDurationShield;
                            uint targetIDShield;
                            int damageDecreaseShield;
                            int healShield;
                            HealOverTime hotShield;
                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    targetIDShield = GetPlayerID();
                                    healShield = 1;
                                    effectDurationShield = 5;
                                    damageDecreaseShield = 10;

                                    foreach (Player player in _game.PlayerComponent.All)
                                    {
                                        targetIDShield = player.EntityID;
                                        timedEffectShield = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDurationShield,
                                            TimeLeft = effectDurationShield,
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffectShield);

                                        hotShield = new HealOverTime()
                                        {
                                            EntityID = eid,
                                            AmountPerTick = healShield,
                                            TickTime = 1
                                        };
                                        _game.HealOverTimeComponent.Add(eid, hotShield);

                                        buffEffectShield = new Buff()
                                        {
                                            EntityID = eid,
                                            TargetID = targetIDShield,
                                            DefenseMelee = damageDecreaseShield,
                                            DefenseRanged = damageDecreaseShield
                                        };
                                        _game.BuffComponent.Add(eid, buffEffectShield);
                                    }

                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    targetIDShield = GetPlayerID();
                                    healShield = 1;
                                    effectDurationShield = 5;
                                    damageDecreaseShield = 12;

                                    foreach (Player player in _game.PlayerComponent.All)
                                    {
                                        targetIDShield = player.EntityID;
                                        timedEffectShield = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDurationShield,
                                            TimeLeft = effectDurationShield,
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffectShield);

                                        hotShield = new HealOverTime()
                                        {
                                            EntityID = eid,
                                            AmountPerTick = healShield,
                                            TickTime = 1
                                        };
                                        _game.HealOverTimeComponent.Add(eid, hotShield);

                                        buffEffectShield = new Buff()
                                        {
                                            EntityID = eid,
                                            TargetID = targetIDShield,
                                            DefenseMelee = damageDecreaseShield,
                                            DefenseRanged = damageDecreaseShield
                                        };
                                        _game.BuffComponent.Add(eid, buffEffectShield);
                                    }
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    targetIDShield = GetPlayerID();
                                    healShield = 2;
                                    effectDurationShield = 6;
                                    damageDecreaseShield = 12;

                                    foreach (Player player in _game.PlayerComponent.All)
                                    {
                                        targetIDShield = player.EntityID;
                                        timedEffectShield = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDurationShield,
                                            TimeLeft = effectDurationShield,
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffectShield);

                                        hotShield = new HealOverTime()
                                        {
                                            EntityID = eid,
                                            AmountPerTick = healShield,
                                            TickTime = 1
                                        };
                                        _game.HealOverTimeComponent.Add(eid, hotShield);

                                        buffEffectShield = new Buff()
                                        {
                                            EntityID = eid,
                                            TargetID = targetIDShield,
                                            DefenseMelee = damageDecreaseShield,
                                            DefenseRanged = damageDecreaseShield
                                        };
                                        _game.BuffComponent.Add(eid, buffEffectShield);
                                    }
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    targetIDShield = GetPlayerID();
                                    healShield = 2;
                                    effectDurationShield = 6;
                                    damageDecreaseShield = 14;

                                    foreach (Player player in _game.PlayerComponent.All)
                                    {
                                        targetIDShield = player.EntityID;
                                        timedEffectShield = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDurationShield,
                                            TimeLeft = effectDurationShield,
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffectShield);

                                        hotShield = new HealOverTime()
                                        {
                                            EntityID = eid,
                                            AmountPerTick = healShield,
                                            TickTime = 1
                                        };
                                        _game.HealOverTimeComponent.Add(eid, hotShield);

                                        buffEffectShield = new Buff()
                                        {
                                            EntityID = eid,
                                            TargetID = targetIDShield,
                                            DefenseMelee = damageDecreaseShield,
                                            DefenseRanged = damageDecreaseShield
                                        };
                                        _game.BuffComponent.Add(eid, buffEffectShield);
                                    }
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    targetIDShield = GetPlayerID();
                                    healShield = 3;
                                    effectDurationShield = 7;
                                    damageDecreaseShield = 15;

                                    foreach (Player player in _game.PlayerComponent.All)
                                    {
                                        targetIDShield = player.EntityID;
                                        timedEffectShield = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDurationShield,
                                            TimeLeft = effectDurationShield,
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffectShield);

                                        hotShield = new HealOverTime()
                                        {
                                            EntityID = eid,
                                            AmountPerTick = healShield,
                                            TickTime = 1
                                        };
                                        _game.HealOverTimeComponent.Add(eid, hotShield);

                                        buffEffectShield = new Buff()
                                        {
                                            EntityID = eid,
                                            TargetID = targetIDShield,
                                            DefenseMelee = damageDecreaseShield,
                                            DefenseRanged = damageDecreaseShield
                                        };
                                        _game.BuffComponent.Add(eid, buffEffectShield);
                                    }
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    targetIDShield = GetPlayerID();
                                    healShield = 3;
                                    effectDurationShield = 8;
                                    damageDecreaseShield = 16;

                                    foreach (Player player in _game.PlayerComponent.All)
                                    {
                                        targetIDShield = player.EntityID;
                                        timedEffectShield = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDurationShield,
                                            TimeLeft = effectDurationShield,
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffectShield);

                                        hotShield = new HealOverTime()
                                        {
                                            EntityID = eid,
                                            AmountPerTick = healShield,
                                            TickTime = 1
                                        };
                                        _game.HealOverTimeComponent.Add(eid, hotShield);

                                        buffEffectShield = new Buff()
                                        {
                                            EntityID = eid,
                                            TargetID = targetIDShield,
                                            DefenseMelee = damageDecreaseShield,
                                            DefenseRanged = damageDecreaseShield
                                        };
                                        _game.BuffComponent.Add(eid, buffEffectShield);
                                    }
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    targetIDShield = GetPlayerID();
                                    healShield = 4;
                                    effectDurationShield = 17;
                                    damageDecreaseShield = 9;

                                    foreach (Player player in _game.PlayerComponent.All)
                                    {
                                        targetIDShield = player.EntityID;
                                        timedEffectShield = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDurationShield,
                                            TimeLeft = effectDurationShield,
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffectShield);

                                        hotShield = new HealOverTime()
                                        {
                                            EntityID = eid,
                                            AmountPerTick = healShield,
                                            TickTime = 1
                                        };
                                        _game.HealOverTimeComponent.Add(eid, hotShield);

                                        buffEffectShield = new Buff()
                                        {
                                            EntityID = eid,
                                            TargetID = targetIDShield,
                                            DefenseMelee = damageDecreaseShield,
                                            DefenseRanged = damageDecreaseShield
                                        };
                                        _game.BuffComponent.Add(eid, buffEffectShield);
                                    }
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    targetIDShield = GetPlayerID();
                                    healShield = 4;
                                    effectDurationShield = 10;
                                    damageDecreaseShield = 18;

                                    foreach (Player player in _game.PlayerComponent.All)
                                    {
                                        targetIDShield = player.EntityID;
                                        timedEffectShield = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDurationShield,
                                            TimeLeft = effectDurationShield,
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffectShield);

                                        hotShield = new HealOverTime()
                                        {
                                            EntityID = eid,
                                            AmountPerTick = healShield,
                                            TickTime = 1
                                        };
                                        _game.HealOverTimeComponent.Add(eid, hotShield);

                                        buffEffectShield = new Buff()
                                        {
                                            EntityID = eid,
                                            TargetID = targetIDShield,
                                            DefenseMelee = damageDecreaseShield,
                                            DefenseRanged = damageDecreaseShield
                                        };
                                        _game.BuffComponent.Add(eid, buffEffectShield);
                                    }
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    targetIDShield = GetPlayerID();
                                    healShield = 5;
                                    effectDurationShield = 10;
                                    damageDecreaseShield = 20;

                                    foreach (Player player in _game.PlayerComponent.All)
                                    {
                                        targetIDShield = player.EntityID;
                                        timedEffectShield = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDurationShield,
                                            TimeLeft = effectDurationShield,
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffectShield);

                                        hotShield = new HealOverTime()
                                        {
                                            EntityID = eid,
                                            AmountPerTick = healShield,
                                            TickTime = 1
                                        };
                                        _game.HealOverTimeComponent.Add(eid, hotShield);

                                        buffEffectShield = new Buff()
                                        {
                                            EntityID = eid,
                                            TargetID = targetIDShield,
                                            DefenseMelee = damageDecreaseShield,
                                            DefenseRanged = damageDecreaseShield
                                        };
                                        _game.BuffComponent.Add(eid, buffEffectShield);
                                    }
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    targetIDShield = GetPlayerID();
                                    healShield = 5;
                                    effectDurationShield = 10;
                                    damageDecreaseShield = 25;

                                    foreach (Player player in _game.PlayerComponent.All)
                                    {
                                        targetIDShield = player.EntityID;
                                        timedEffectShield = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDurationShield,
                                            TimeLeft = effectDurationShield,
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffectShield);

                                        hotShield = new HealOverTime()
                                        {
                                            EntityID = eid,
                                            AmountPerTick = healShield,
                                            TickTime = 1
                                        };
                                        _game.HealOverTimeComponent.Add(eid, hotShield);

                                        buffEffectShield = new Buff()
                                        {
                                            EntityID = eid,
                                            TargetID = targetIDShield,
                                            DefenseMelee = damageDecreaseShield,
                                            DefenseRanged = damageDecreaseShield
                                        };
                                        _game.BuffComponent.Add(eid, buffEffectShield);
                                    }
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.Defibrillate:

                            #region Skill Variables

                            TimedEffect timedEffect;
                            float effectDuration;

                            Buff buffEffect;
                            uint targetID;
                            int speedIncrease;
                            int AttackSpeedIncrease;

                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    effectDuration = 3;
                                    targetID = GetPlayerID();
                                    speedIncrease = 200;
                                    AttackSpeedIncrease = 150;

                                    timedEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDuration,
                                        TimeLeft = effectDuration,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffect);

                                    buffEffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease,
                                        AttackSpeed = AttackSpeedIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffect);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    effectDuration = 3;
                                    targetID = GetPlayerID();
                                    speedIncrease = 200;
                                    AttackSpeedIncrease = 200;

                                    timedEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDuration,
                                        TimeLeft = effectDuration,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffect);

                                    buffEffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease,
                                        AttackSpeed = AttackSpeedIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffect);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    effectDuration = 4;
                                    targetID = GetPlayerID();
                                    speedIncrease = 200;
                                    AttackSpeedIncrease = 200;

                                    timedEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDuration,
                                        TimeLeft = effectDuration,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffect);

                                    buffEffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease,
                                        AttackSpeed = AttackSpeedIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffect);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    effectDuration = 4;
                                    targetID = GetPlayerID();
                                    speedIncrease = 200;
                                    AttackSpeedIncrease = 250;

                                    timedEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDuration,
                                        TimeLeft = effectDuration,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffect);

                                    buffEffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease,
                                        AttackSpeed = AttackSpeedIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffect);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    effectDuration = 5;
                                    targetID = GetPlayerID();
                                    speedIncrease = 200;
                                    AttackSpeedIncrease = 250;

                                    timedEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDuration,
                                        TimeLeft = effectDuration,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffect);

                                    buffEffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease,
                                        AttackSpeed = AttackSpeedIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffect);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    effectDuration = 5;
                                    targetID = GetPlayerID();
                                    speedIncrease = 200;
                                    AttackSpeedIncrease = 300;

                                    timedEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDuration,
                                        TimeLeft = effectDuration,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffect);

                                    buffEffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease,
                                        AttackSpeed = AttackSpeedIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffect);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    effectDuration = 5;
                                    targetID = GetPlayerID();
                                    speedIncrease = 200;
                                    AttackSpeedIncrease = 300;

                                    timedEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDuration,
                                        TimeLeft = effectDuration,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffect);

                                    buffEffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease,
                                        AttackSpeed = AttackSpeedIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffect);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    effectDuration = 6;
                                    targetID = GetPlayerID();
                                    speedIncrease = 200;
                                    AttackSpeedIncrease = 300;

                                    timedEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDuration,
                                        TimeLeft = effectDuration,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffect);

                                    buffEffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease,
                                        AttackSpeed = AttackSpeedIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffect);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    effectDuration = 6;
                                    targetID = GetPlayerID();
                                    speedIncrease = 200;
                                    AttackSpeedIncrease = 350;

                                    timedEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDuration,
                                        TimeLeft = effectDuration,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffect);

                                    buffEffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease,
                                        AttackSpeed = AttackSpeedIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffect);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    effectDuration = 8;
                                    targetID = GetPlayerID();
                                    speedIncrease = 200;
                                    AttackSpeedIncrease = 400;

                                    timedEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDuration,
                                        TimeLeft = effectDuration,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffect);

                                    buffEffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease,
                                        AttackSpeed = AttackSpeedIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffect);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.Nanobots:

                            #region Skill Variables
                            TimedEffect timedEffectNano;
                            float effectDurationNano;

                            DirectHeal directheal;
                            uint targetIDNano;
                            int heal;

                            HealOverTime hot;
                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    targetIDNano = GetPlayerID();
                                    heal = 5;

                                    directheal = new DirectHeal()
                                    {
                                        EntityID = eid,
                                        Amount = heal
                                    };
                                    _game.DirectHealComponent.Add(eid, directheal);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    targetIDNano = GetPlayerID();
                                    heal = 8;

                                    directheal = new DirectHeal()
                                    {
                                        EntityID = eid,
                                        Amount = heal
                                    };
                                    _game.DirectHealComponent.Add(eid, directheal);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    targetIDNano = GetPlayerID();
                                    heal = 10;

                                    directheal = new DirectHeal()
                                    {
                                        EntityID = eid,
                                        Amount = heal
                                    };
                                    _game.DirectHealComponent.Add(eid, directheal);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    targetIDNano = GetPlayerID();
                                    heal = 12;

                                    directheal = new DirectHeal()
                                    {
                                        EntityID = eid,
                                        Amount = heal
                                    };
                                    _game.DirectHealComponent.Add(eid, directheal);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    targetIDNano = GetPlayerID();
                                    heal = 14;

                                    directheal = new DirectHeal()
                                    {
                                        EntityID = eid,
                                        Amount = heal
                                    };
                                    _game.DirectHealComponent.Add(eid, directheal); eid = Entity.NextEntity();
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    targetIDNano = GetPlayerID();
                                    heal = 16;

                                    directheal = new DirectHeal()
                                    {
                                        EntityID = eid,
                                        Amount = heal
                                    };
                                    _game.DirectHealComponent.Add(eid, directheal);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    targetIDNano = GetPlayerID();
                                    heal = 18;

                                    directheal = new DirectHeal()
                                    {
                                        EntityID = eid,
                                        Amount = heal
                                    };
                                    _game.DirectHealComponent.Add(eid, directheal);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    targetIDNano = GetPlayerID();
                                    heal = 20;

                                    directheal = new DirectHeal()
                                    {
                                        EntityID = eid,
                                        Amount = heal
                                    };
                                    _game.DirectHealComponent.Add(eid, directheal);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    targetIDNano = GetPlayerID();
                                    heal = 25;

                                    directheal = new DirectHeal()
                                    {
                                        EntityID = eid,
                                        Amount = heal
                                    };
                                    _game.DirectHealComponent.Add(eid, directheal);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    targetIDNano = GetPlayerID();
                                    heal = 25;
                                    effectDurationNano = 10;

                                    directheal = new DirectHeal()
                                    {
                                        EntityID = eid,
                                        Amount = heal
                                    };
                                    _game.DirectHealComponent.Add(eid, directheal);

                                    timedEffectNano = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDurationNano,
                                        TimeLeft = effectDurationNano,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffectNano);

                                    hot = new HealOverTime()
                                    {
                                        EntityID = eid,
                                        AmountPerTick = 1,
                                        TickTime = 2
                                    };
                                    _game.HealOverTimeComponent.Add(eid, hot);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.TargettingUpgrade:

                            #region Skill Variables

                            Buff buffEffectTarget;
                            int WeaponIncrease;

                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    WeaponIncrease = 120;
                                    buffEffectTarget = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponStrength = WeaponIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectTarget);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    WeaponIncrease = 145;
                                    buffEffectTarget = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponStrength = WeaponIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectTarget);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    WeaponIncrease = 130;
                                    buffEffectTarget = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponStrength = WeaponIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectTarget);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    WeaponIncrease = 135;
                                    buffEffectTarget = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponStrength = WeaponIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectTarget);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    WeaponIncrease = 145;
                                    buffEffectTarget = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponStrength = WeaponIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectTarget);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    WeaponIncrease = 160;
                                    buffEffectTarget = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponStrength = WeaponIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectTarget);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    WeaponIncrease = 175;
                                    buffEffectTarget = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponStrength = WeaponIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectTarget);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    WeaponIncrease = 200;
                                    buffEffectTarget = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponStrength = WeaponIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectTarget);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    WeaponIncrease = 225;
                                    buffEffectTarget = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponStrength = WeaponIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectTarget);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    WeaponIncrease = 250;
                                    buffEffectTarget = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponStrength = WeaponIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectTarget);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.RepulsorArm:

                            #region Skill Variables
                            InstantEffect instantEffectRepulse;
                            uint eid_2Repulse;
                            uint targetIDRepulse;

                            KnockBack knockBackEffectRepulse;
                            Vector2 originRepulse;
                            float distanceRepulse;
                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    targetIDRepulse = GetPlayerID();
                                    eid_2Repulse = Entity.NextEntity();
                                    originRepulse = _game.PositionComponent[targetIDRepulse].Center;
                                    distanceRepulse = 100;

                                    instantEffectRepulse = new InstantEffect()
                                    {
                                        EntityID = eid_2Repulse,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse);

                                    knockBackEffectRepulse = new KnockBack()
                                    {
                                        EntityID = eid_2Repulse,
                                        Origin = originRepulse,
                                        Distance = distanceRepulse,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    targetIDRepulse = GetPlayerID();
                                    eid_2Repulse = Entity.NextEntity();
                                    originRepulse = _game.PositionComponent[targetIDRepulse].Center;
                                    distanceRepulse = 100;

                                    instantEffectRepulse = new InstantEffect()
                                    {
                                        EntityID = eid_2Repulse,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse);

                                    knockBackEffectRepulse = new KnockBack()
                                    {
                                        EntityID = eid_2Repulse,
                                        Origin = originRepulse,
                                        Distance = distanceRepulse,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    targetIDRepulse = GetPlayerID();
                                    eid_2Repulse = Entity.NextEntity();
                                    originRepulse = _game.PositionComponent[targetIDRepulse].Center;
                                    distanceRepulse = 100;

                                    instantEffectRepulse = new InstantEffect()
                                    {
                                        EntityID = eid_2Repulse,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse);

                                    knockBackEffectRepulse = new KnockBack()
                                    {
                                        EntityID = eid_2Repulse,
                                        Origin = originRepulse,
                                        Distance = distanceRepulse,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    targetIDRepulse = GetPlayerID();
                                    eid_2Repulse = Entity.NextEntity();
                                    originRepulse = _game.PositionComponent[targetIDRepulse].Center;
                                    distanceRepulse = 100;

                                    instantEffectRepulse = new InstantEffect()
                                    {
                                        EntityID = eid_2Repulse,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse);

                                    knockBackEffectRepulse = new KnockBack()
                                    {
                                        EntityID = eid_2Repulse,
                                        Origin = originRepulse,
                                        Distance = distanceRepulse,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    targetIDRepulse = GetPlayerID();
                                    eid_2Repulse = Entity.NextEntity();
                                    originRepulse = _game.PositionComponent[targetIDRepulse].Center;
                                    distanceRepulse = 100;

                                    instantEffectRepulse = new InstantEffect()
                                    {
                                        EntityID = eid_2Repulse,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse);

                                    knockBackEffectRepulse = new KnockBack()
                                    {
                                        EntityID = eid_2Repulse,
                                        Origin = originRepulse,
                                        Distance = distanceRepulse,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    targetIDRepulse = GetPlayerID();
                                    eid_2Repulse = Entity.NextEntity();
                                    originRepulse = _game.PositionComponent[targetIDRepulse].Center;
                                    distanceRepulse = 100;

                                    instantEffectRepulse = new InstantEffect()
                                    {
                                        EntityID = eid_2Repulse,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse);

                                    knockBackEffectRepulse = new KnockBack()
                                    {
                                        EntityID = eid_2Repulse,
                                        Origin = originRepulse,
                                        Distance = distanceRepulse,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    targetIDRepulse = GetPlayerID();
                                    eid_2Repulse = Entity.NextEntity();
                                    originRepulse = _game.PositionComponent[targetIDRepulse].Center;
                                    distanceRepulse = 100;

                                    instantEffectRepulse = new InstantEffect()
                                    {
                                        EntityID = eid_2Repulse,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse);

                                    knockBackEffectRepulse = new KnockBack()
                                    {
                                        EntityID = eid_2Repulse,
                                        Origin = originRepulse,
                                        Distance = distanceRepulse,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    targetIDRepulse = GetPlayerID();
                                    eid_2Repulse = Entity.NextEntity();
                                    originRepulse = _game.PositionComponent[targetIDRepulse].Center;
                                    distanceRepulse = 100;

                                    instantEffectRepulse = new InstantEffect()
                                    {
                                        EntityID = eid_2Repulse,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse);

                                    knockBackEffectRepulse = new KnockBack()
                                    {
                                        EntityID = eid_2Repulse,
                                        Origin = originRepulse,
                                        Distance = distanceRepulse,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    targetIDRepulse = GetPlayerID();
                                    eid_2Repulse = Entity.NextEntity();
                                    originRepulse = _game.PositionComponent[targetIDRepulse].Center;
                                    distanceRepulse = 100;

                                    instantEffectRepulse = new InstantEffect()
                                    {
                                        EntityID = eid_2Repulse,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse);

                                    knockBackEffectRepulse = new KnockBack()
                                    {
                                        EntityID = eid_2Repulse,
                                        Origin = originRepulse,
                                        Distance = distanceRepulse,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    targetIDRepulse = GetPlayerID();
                                    eid_2Repulse = Entity.NextEntity();
                                    originRepulse = _game.PositionComponent[targetIDRepulse].Center;
                                    distanceRepulse = 100;

                                    instantEffectRepulse = new InstantEffect()
                                    {
                                        EntityID = eid_2Repulse,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse);

                                    knockBackEffectRepulse = new KnockBack()
                                    {
                                        EntityID = eid_2Repulse,
                                        Origin = originRepulse,
                                        Distance = distanceRepulse,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.EnergyShot:

                            #region Skill Variables
                            DirectDamage DirectDamageShot;
                            InstantEffect instantEffectShot;
                            int shotDamage;
                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    shotDamage = 5;

                                    instantEffectShot = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, instantEffectShot);

                                    DirectDamageShot = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = shotDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, DirectDamageShot);

                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    shotDamage = 10;

                                    instantEffectShot = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, instantEffectShot);

                                    DirectDamageShot = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = shotDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, DirectDamageShot);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    shotDamage = 15;

                                    instantEffectShot = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, instantEffectShot);

                                    DirectDamageShot = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = shotDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, DirectDamageShot);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    shotDamage = 20;

                                    instantEffectShot = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, instantEffectShot);

                                    DirectDamageShot = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = shotDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, DirectDamageShot);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    shotDamage = 25;

                                    instantEffectShot = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, instantEffectShot);

                                    DirectDamageShot = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = shotDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, DirectDamageShot);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    shotDamage = 30;

                                    instantEffectShot = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, instantEffectShot);

                                    DirectDamageShot = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = shotDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, DirectDamageShot);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    shotDamage = 35;

                                    instantEffectShot = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, instantEffectShot);

                                    DirectDamageShot = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = shotDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, DirectDamageShot);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    shotDamage = 38;

                                    instantEffectShot = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, instantEffectShot);

                                    DirectDamageShot = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = shotDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, DirectDamageShot);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    shotDamage = 40;

                                    instantEffectShot = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, instantEffectShot);

                                    DirectDamageShot = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = shotDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, DirectDamageShot);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    shotDamage = 45;

                                    instantEffectShot = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, instantEffectShot);

                                    DirectDamageShot = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = shotDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, DirectDamageShot);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.AlloyBody:

                            #region Skill Variables

                            Buff buffEffectAlloy;
                            int damageDecrease;
                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    damageDecrease = 5;
                                    buffEffectAlloy = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        DefenseMelee = damageDecrease,
                                        DefenseRanged = damageDecrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectAlloy);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    damageDecrease = 10;
                                    buffEffectAlloy = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        DefenseMelee = damageDecrease,
                                        DefenseRanged = damageDecrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectAlloy);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    damageDecrease = 12;
                                    buffEffectAlloy = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        DefenseMelee = damageDecrease,
                                        DefenseRanged = damageDecrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectAlloy);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    damageDecrease = 14;
                                    buffEffectAlloy = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        DefenseMelee = damageDecrease,
                                        DefenseRanged = damageDecrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectAlloy);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    damageDecrease = 16;
                                    buffEffectAlloy = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        DefenseMelee = damageDecrease,
                                        DefenseRanged = damageDecrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectAlloy);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    damageDecrease = 18;
                                    buffEffectAlloy = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        DefenseMelee = damageDecrease,
                                        DefenseRanged = damageDecrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectAlloy);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    damageDecrease = 20;
                                    buffEffectAlloy = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        DefenseMelee = damageDecrease,
                                        DefenseRanged = damageDecrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectAlloy);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    damageDecrease = 26;
                                    buffEffectAlloy = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        DefenseMelee = damageDecrease,
                                        DefenseRanged = damageDecrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectAlloy);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    damageDecrease = 32;
                                    buffEffectAlloy = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        DefenseMelee = damageDecrease,
                                        DefenseRanged = damageDecrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectAlloy);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    damageDecrease = 40;
                                    buffEffectAlloy = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        DefenseMelee = damageDecrease,
                                        DefenseRanged = damageDecrease
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectAlloy);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.CyberneticSlam:

                            #region Skill Variables
                            InstantEffect instantEffectSlam;
                            uint eid_2Slam;
                            uint targetIDSlam;

                            DirectDamage DirectDamageSlam;
                            int slamDamage;

                            KnockBack knockBackEffectSlam;
                            Vector2 originSlam;
                            float distanceSlam;
                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    targetIDSlam = GetPlayerID();
                                    eid_2Slam = Entity.NextEntity();
                                    originSlam = _game.PositionComponent[targetIDSlam].Center;
                                    distanceSlam = 40;
                                    slamDamage = 5;

                                    instantEffectSlam = new InstantEffect()
                                    {
                                        EntityID = eid_2Slam,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam);

                                    DirectDamageSlam = new DirectDamage()
                                    {
                                        EntityID = eid_2Slam,
                                        Damage = slamDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam);

                                    knockBackEffectSlam = new KnockBack()
                                    {
                                        EntityID = eid_2Slam,
                                        Origin = originSlam,
                                        Distance = distanceSlam,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    targetIDSlam = GetPlayerID();
                                    eid_2Slam = Entity.NextEntity();
                                    originSlam = _game.PositionComponent[targetIDSlam].Center;
                                    distanceSlam = 60;
                                    slamDamage = 10;

                                    instantEffectSlam = new InstantEffect()
                                    {
                                        EntityID = eid_2Slam,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam);

                                    DirectDamageSlam = new DirectDamage()
                                    {
                                        EntityID = eid_2Slam,
                                        Damage = slamDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam);

                                    knockBackEffectSlam = new KnockBack()
                                    {
                                        EntityID = eid_2Slam,
                                        Origin = originSlam,
                                        Distance = distanceSlam,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    targetIDSlam = GetPlayerID();
                                    eid_2Slam = Entity.NextEntity();
                                    originSlam = _game.PositionComponent[targetIDSlam].Center;
                                    distanceSlam = 80;
                                    slamDamage = 15;

                                    instantEffectSlam = new InstantEffect()
                                    {
                                        EntityID = eid_2Slam,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam);

                                    DirectDamageSlam = new DirectDamage()
                                    {
                                        EntityID = eid_2Slam,
                                        Damage = slamDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam);

                                    knockBackEffectSlam = new KnockBack()
                                    {
                                        EntityID = eid_2Slam,
                                        Origin = originSlam,
                                        Distance = distanceSlam,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    targetIDSlam = GetPlayerID();
                                    eid_2Slam = Entity.NextEntity();
                                    originSlam = _game.PositionComponent[targetIDSlam].Center;
                                    distanceSlam = 100;
                                    slamDamage = 20;

                                    instantEffectSlam = new InstantEffect()
                                    {
                                        EntityID = eid_2Slam,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam);

                                    DirectDamageSlam = new DirectDamage()
                                    {
                                        EntityID = eid_2Slam,
                                        Damage = slamDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam);

                                    knockBackEffectSlam = new KnockBack()
                                    {
                                        EntityID = eid_2Slam,
                                        Origin = originSlam,
                                        Distance = distanceSlam,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    targetIDSlam = GetPlayerID();
                                    eid_2Slam = Entity.NextEntity();
                                    originSlam = _game.PositionComponent[targetIDSlam].Center;
                                    distanceSlam = 120;
                                    slamDamage = 25;

                                    instantEffectSlam = new InstantEffect()
                                    {
                                        EntityID = eid_2Slam,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam);

                                    DirectDamageSlam = new DirectDamage()
                                    {
                                        EntityID = eid_2Slam,
                                        Damage = slamDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam);

                                    knockBackEffectSlam = new KnockBack()
                                    {
                                        EntityID = eid_2Slam,
                                        Origin = originSlam,
                                        Distance = distanceSlam,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    targetIDSlam = GetPlayerID();
                                    eid_2Slam = Entity.NextEntity();
                                    originSlam = _game.PositionComponent[targetIDSlam].Center;
                                    distanceSlam = 140;
                                    slamDamage = 30;

                                    instantEffectSlam = new InstantEffect()
                                    {
                                        EntityID = eid_2Slam,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam);

                                    DirectDamageSlam = new DirectDamage()
                                    {
                                        EntityID = eid_2Slam,
                                        Damage = slamDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam);

                                    knockBackEffectSlam = new KnockBack()
                                    {
                                        EntityID = eid_2Slam,
                                        Origin = originSlam,
                                        Distance = distanceSlam,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    targetIDSlam = GetPlayerID();
                                    eid_2Slam = Entity.NextEntity();
                                    originSlam = _game.PositionComponent[targetIDSlam].Center;
                                    distanceSlam = 160;
                                    slamDamage = 35;

                                    instantEffectSlam = new InstantEffect()
                                    {
                                        EntityID = eid_2Slam,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam);

                                    DirectDamageSlam = new DirectDamage()
                                    {
                                        EntityID = eid_2Slam,
                                        Damage = slamDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam);

                                    knockBackEffectSlam = new KnockBack()
                                    {
                                        EntityID = eid_2Slam,
                                        Origin = originSlam,
                                        Distance = distanceSlam,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    targetIDSlam = GetPlayerID();
                                    eid_2Slam = Entity.NextEntity();
                                    originSlam = _game.PositionComponent[targetIDSlam].Center;
                                    distanceSlam = 180;
                                    slamDamage = 40;

                                    instantEffectSlam = new InstantEffect()
                                    {
                                        EntityID = eid_2Slam,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam);

                                    DirectDamageSlam = new DirectDamage()
                                    {
                                        EntityID = eid_2Slam,
                                        Damage = slamDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam);

                                    knockBackEffectSlam = new KnockBack()
                                    {
                                        EntityID = eid_2Slam,
                                        Origin = originSlam,
                                        Distance = distanceSlam,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    targetIDSlam = GetPlayerID();
                                    eid_2Slam = Entity.NextEntity();
                                    originSlam = _game.PositionComponent[targetIDSlam].Center;
                                    distanceSlam = 200;
                                    slamDamage = 45;

                                    instantEffectSlam = new InstantEffect()
                                    {
                                        EntityID = eid_2Slam,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam);

                                    DirectDamageSlam = new DirectDamage()
                                    {
                                        EntityID = eid_2Slam,
                                        Damage = slamDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam);

                                    knockBackEffectSlam = new KnockBack()
                                    {
                                        EntityID = eid_2Slam,
                                        Origin = originSlam,
                                        Distance = distanceSlam,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    targetIDSlam = GetPlayerID();
                                    eid_2Slam = Entity.NextEntity();
                                    originSlam = _game.PositionComponent[targetIDSlam].Center;
                                    distanceSlam = 220;
                                    slamDamage = 50;

                                    instantEffectSlam = new InstantEffect()
                                    {
                                        EntityID = eid_2Slam,
                                    };
                                    _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam);

                                    DirectDamageSlam = new DirectDamage()
                                    {
                                        EntityID = eid_2Slam,
                                        Damage = slamDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam);

                                    knockBackEffectSlam = new KnockBack()
                                    {
                                        EntityID = eid_2Slam,
                                        Origin = originSlam,
                                        Distance = distanceSlam,
                                    };
                                    _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.ThrusterRush:

                            #region Skill Variables
                            TimedEffect timedEffectRush;
                            float effectDurationRush;

                            Buff buffEffectRush;
                            uint targetIDRush;
                            int speedIncreaseRush;
                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    effectDurationRush = 1;
                                    targetIDRush = GetPlayerID();
                                    speedIncreaseRush = 600;

                                    timedEffectRush = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDurationRush,
                                        TimeLeft = effectDurationRush,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffectRush);

                                    buffEffectRush = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetIDRush,
                                        MovementSpeed = speedIncreaseRush,
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectRush);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    effectDurationRush = 1;
                                    targetIDRush = GetPlayerID();
                                    speedIncreaseRush = 600;

                                    timedEffectRush = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDurationRush,
                                        TimeLeft = effectDurationRush,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffectRush);

                                    buffEffectRush = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetIDRush,
                                        MovementSpeed = speedIncreaseRush,
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectRush);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    effectDurationRush = 1;
                                    targetIDRush = GetPlayerID();
                                    speedIncreaseRush = 600;

                                    timedEffectRush = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDurationRush,
                                        TimeLeft = effectDurationRush,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffectRush);

                                    buffEffectRush = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetIDRush,
                                        MovementSpeed = speedIncreaseRush,
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectRush);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    effectDurationRush = 1;
                                    targetIDRush = GetPlayerID();
                                    speedIncreaseRush = 600;

                                    timedEffectRush = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDurationRush,
                                        TimeLeft = effectDurationRush,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffectRush);

                                    buffEffectRush = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetIDRush,
                                        MovementSpeed = speedIncreaseRush,
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectRush);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    effectDurationRush = 1;
                                    targetIDRush = GetPlayerID();
                                    speedIncreaseRush = 600;

                                    timedEffectRush = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDurationRush,
                                        TimeLeft = effectDurationRush,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffectRush);

                                    buffEffectRush = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetIDRush,
                                        MovementSpeed = speedIncreaseRush,
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectRush);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    effectDurationRush = 1;
                                    targetIDRush = GetPlayerID();
                                    speedIncreaseRush = 600;

                                    timedEffectRush = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDurationRush,
                                        TimeLeft = effectDurationRush,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffectRush);

                                    buffEffectRush = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetIDRush,
                                        MovementSpeed = speedIncreaseRush,
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectRush);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    effectDurationRush = 1;
                                    targetIDRush = GetPlayerID();
                                    speedIncreaseRush = 600;

                                    timedEffectRush = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDurationRush,
                                        TimeLeft = effectDurationRush,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffectRush);

                                    buffEffectRush = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetIDRush,
                                        MovementSpeed = speedIncreaseRush,
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectRush);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    effectDurationRush = 1;
                                    targetIDRush = GetPlayerID();
                                    speedIncreaseRush = 600;

                                    timedEffectRush = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDurationRush,
                                        TimeLeft = effectDurationRush,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffectRush);

                                    buffEffectRush = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetIDRush,
                                        MovementSpeed = speedIncreaseRush,
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectRush);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    effectDurationRush = 1;
                                    targetIDRush = GetPlayerID();
                                    speedIncreaseRush = 600;

                                    timedEffectRush = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDurationRush,
                                        TimeLeft = effectDurationRush,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffectRush);

                                    buffEffectRush = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetIDRush,
                                        MovementSpeed = speedIncreaseRush,
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectRush);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    effectDurationRush = 1;
                                    targetIDRush = GetPlayerID();
                                    speedIncreaseRush = 600;

                                    timedEffectRush = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = effectDurationRush,
                                        TimeLeft = effectDurationRush,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffectRush);

                                    buffEffectRush = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetIDRush,
                                        MovementSpeed = speedIncreaseRush,
                                    };
                                    _game.BuffComponent.Add(eid, buffEffectRush);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        default:
                            break;

                        #endregion
                    }
                    break;

                #endregion

                #region Gargranian

                case Aggregate.GargranianPlayer:

                    #region Race Variables

                    #endregion

                    switch (skillType)
                    {
                        #region Checking Skill Type

                        case SkillType.Teleport:
                            {
                                #region Skill Variables
                                int psiCost = (int)(_game.StatsComponent[userID].PsiBase * .05);
                                int distance = 300;
                                #endregion

                                switch (rank)
                                {
                                    #region Checking Rank
                                    case 1:
                                        psiCost += (int)(_game.StatsComponent[userID].PsiBase * .5);
                                        break;

                                    case 2:
                                        psiCost += (int)(_game.StatsComponent[userID].PsiBase * .45);
                                        break;

                                    case 3:
                                        psiCost += (int)(_game.StatsComponent[userID].PsiBase * .40);
                                        break;

                                    case 4:
                                        psiCost += (int)(_game.StatsComponent[userID].PsiBase * .35);
                                        break;

                                    case 5:
                                        psiCost += (int)(_game.StatsComponent[userID].PsiBase * .30);
                                        break;

                                    case 6:
                                        psiCost += (int)(_game.StatsComponent[userID].PsiBase * .25);
                                        break;

                                    case 7:
                                        psiCost += (int)(_game.StatsComponent[userID].PsiBase * .20);
                                        break;

                                    case 8:
                                        psiCost += (int)(_game.StatsComponent[userID].PsiBase * .15);
                                        break;

                                    case 9:
                                        psiCost += (int)(_game.StatsComponent[userID].PsiBase * .10);
                                        break;

                                    case 10:
                                        psiCost += (int)(_game.StatsComponent[userID].PsiBase * .05);
                                        break;

                                    default:
                                        break;
                                    #endregion
                                }

                                #region Logic
                                if(DrainPsiOrFatigue(userID, psiCost))
                                {
                                    //a new eid for the animation
                                    uint entityId = Entity.NextEntity();

                                    //need to get your old position and which direction you were facing
                                    Position pos = _game.PositionComponent[userID];
                                    Facing facing = (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow;

                                    //create the animation for the after effect
                                    SpriteAnimation animation = new SpriteAnimation()
                                    {
                                        EntityID = entityId,
                                        IsLooping = false,
                                        CurrentFrame = 0,
                                        CurrentAnimationRow = (int)facing,
                                        FramesPerSecond = 15,
                                        IsPlaying = true,
                                        TimePassed = 0
                                    };
                                    _game.SpriteAnimationComponent[entityId] = animation;

                                    //give the after effect a position
                                    Position animationPos = new Position()
                                    {
                                        EntityID = entityId,
                                        Center = new Vector2(pos.Center.X - 32, pos.Center.Y - 32),
                                        Radius = 0,
                                        RoomID = _game.PositionComponent[userID].RoomID
                                    };
                                    _game.PositionComponent[entityId] = animationPos;

                                    //set the spritesheet for the after effect
                                    Texture2D spriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/Invis");
                                    spriteSheet.Name = "Spritesheets/Skills/Effects/Invis";

                                    //set up the sprite for the after effect
                                    Sprite sprite = new Sprite()
                                    {
                                        EntityID = entityId,
                                        SpriteBounds = new Rectangle(0, 0, 64, 64),
                                        SpriteColor = new Color(255, 255, 255, 255),
                                        SpriteSheet = spriteSheet,
                                        UseDifferentColor = false,
                                    };
                                    _game.SpriteComponent[entityId] = sprite;

                                    //allow the after effect to expire
                                    TimedEffect timedEffect = new TimedEffect()
                                    {
                                        EntityID = entityId,
                                        TotalDuration = 1,
                                        TimeLeft = 1
                                    };
                                    _game.TimedEffectComponent.Add(entityId, timedEffect);

                                    //depending at which direction the character is facing, move them in that direction
                                    switch (facing)
                                    {
                                        case Facing.North:
                                            pos.Center.Y -= distance;
                                            if (pos.Center.Y <= 0)
                                                pos.Center.Y = 5;
                                            break;
                                        case Facing.East:
                                            pos.Center.X += distance;
                                            if (pos.Center.X >= _game.GraphicsDevice.Viewport.Width)
                                                pos.Center.X = _game.GraphicsDevice.Viewport.Width - 5;
                                            break;
                                        case Facing.South:
                                            pos.Center.Y += distance;
                                            if (pos.Center.Y >= _game.GraphicsDevice.Viewport.Height)
                                                pos.Center.Y = _game.GraphicsDevice.Viewport.Height - 5;
                                            break;
                                        case Facing.West:
                                            pos.Center.X -= distance;
                                            if (pos.Center.X <= 0)
                                                pos.Center.X = 5;
                                            break;
                                    }

                                    //update their position
                                    _game.PositionComponent[userID] = pos;

                                    //check for collision with static objects
                                    _game.CollisionSystem.CheckTeleportCollision(userID, facing);

                                }
                                #endregion
                                break;
                            }

                        case SkillType.Invisibility:
                            {
                                #region Skill Variables
                                int duration = 0;
                                int psiCost = (int)(_game.StatsComponent[userID].PsiBase * .05);
                                #endregion

                                switch (rank)
                                {
                                    #region Checking Rank
                                    case 1:
                                        duration = 2;
                                        break;

                                    case 2:
                                        duration = 4;
                                        break;

                                    case 3:
                                        duration = 6;
                                        break;

                                    case 4:
                                        duration = 8;
                                        break;

                                    case 5:
                                        duration = 10;
                                        break;

                                    case 6:
                                        duration = 12;
                                        break;

                                    case 7:
                                        duration = 14;
                                        break;

                                    case 8:
                                        duration = 16;
                                        break;

                                    case 9:
                                        duration = 18;
                                        break;

                                    case 10:
                                        duration = 20;
                                        break;

                                    default:
                                        break;
                                    #endregion
                                }
                                #region Logic
                                if (DrainPsiOrFatigue(userID, psiCost))
                                {
                                    eid = Entity.NextEntity();

                                    TimedEffect timedEffect;
                                    timedEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = duration,
                                        TimeLeft = duration
                                    };
                                    _game.TimedEffectComponent.Add(eid, timedEffect);

                                    AgroDrop agroDrop = new AgroDrop()
                                    {
                                        EntityID = eid,
                                        PlayerID = userID
                                    };
                                    _game.AgroDropComponent.Add(eid, agroDrop);

                                    ChangeVisibility changeVisibility;
                                    changeVisibility = new ChangeVisibility()
                                    {
                                        EntityID = eid,
                                        TargetID = userID,
                                        newColor = new Color(45, 45, 45, 0)
                                    };
                                    _game.ChangeVisibilityComponent.Add(eid, changeVisibility);
                                }
                                #endregion
                                break;
                            }

                        case SkillType.Meditate:
                            {
                                #region Skill Variables
                                float psiAmount = (float)(_game.StatsComponent[userID].PsiBase * .01);
                                int duration = 5;
                                #endregion

                                switch (rank)
                                {
                                    #region Checking Rank
                                    case 1:
                                        psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .02);
                                        break;

                                    case 2:
                                        psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .04);
                                        break;

                                    case 3:
                                        psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .06);
                                        break;

                                    case 4:
                                        psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .08);
                                        break;

                                    case 5:
                                        psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .10);
                                        break;

                                    case 6:
                                        psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .12);
                                        break;

                                    case 7:
                                        psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .14);
                                        break;

                                    case 8:
                                        psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .16);
                                        break;

                                    case 9:
                                        psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .18);
                                        break;

                                    case 10:
                                        psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .2);
                                        break;

                                    default:
                                        break;
                                }
                                    #endregion

                                    #region logic

                                         uint entityId = Entity.NextEntity();

                                         TimedEffect timed = new TimedEffect()
                                         {
                                             EntityID = entityId,
                                             TimeLeft = duration,
                                             TotalDuration = duration
                                         };
                                         _game.TimedEffectComponent[entityId] = timed;

                                         PsiOrFatigueRegen regen = new PsiOrFatigueRegen()
                                         {
                                             EntityID = entityId,
                                             TargetID = userID,
                                             AmountPerTick = psiAmount,
                                             CurrentTime = 1,
                                             TickTime = 1
                                         };
                                         _game.PsiOrFatigueRegenComponent[entityId] = regen;

                                    #endregion
                                break;
                            }
                        case SkillType.PsionicSpear:

                            #region Skill Variables

                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.Push:

                            #region Skill Variables

                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.ImprovedPsionicSpear:

                            #region Skill Variables

                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.MentalBarrier:

                            #region Skill Variables

                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.WormOfGargran:

                            #region Skill Variables

                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.Soothe:

                            #region Skill Variables

                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        default:
                            break;

                        #endregion
                    }
                    break;

                #endregion

                #region Cultist
                //Implementation for the Cultist Player ~Nick B.
                //Useful - Regex for separating rank cases into regions
                //Replace: break;.*:Cc:Cc
                //With: break;\n#endregion\n\n#region Rank \n
                //Turns
                //      break;
                //
                //      case 2:
                //Into
                //      break;
                //      #endregion
                //
                //      #region Rank
                //      case 2:
                //
                // All thats needed is to add #region Rank 1
                // and an #endregion after case 10
                // and put in the rank numbers
                // ~Nick B.
                case Aggregate.CultistPlayer:
                    {
                        #region Race Variables
                        int test;
                        #endregion

                        switch (skillType)
                        {
                            #region Checking Skill Type

                            case SkillType.Enslave: //Projectile
                                {
                                    #region Skill Logic

                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.Enslave,
                                        (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                        _game.PositionComponent[userID], rank, 300, userID);

                                    #endregion

                                    break;
                                }

                            case SkillType.Fear: //AOE
                                {
                                    #region Skill Variables
                                    int fearRange = 0;
                                    #endregion

                                    #region Skill Logic

                                    switch (rank)
                                    {
                                        #region Checking Rank

                                        #region Rank 1
                                        case 1:
                                            fearRange = 10;
                                            break;
                                        #endregion

                                        #region Rank 2
                                        case 2:
                                            fearRange = 13;
                                            break;
                                        #endregion

                                        #region Rank 3
                                        case 3:
                                            fearRange = 17;
                                            break;
                                        #endregion

                                        #region Rank 4
                                        case 4:
                                            fearRange = 25;
                                            break;
                                        #endregion

                                        #region Rank 5
                                        case 5:
                                            fearRange = 30;
                                            break;
                                        #endregion

                                        #region Rank 6
                                        case 6:
                                            fearRange = 37;
                                            break;
                                        #endregion

                                        #region Rank 7
                                        case 7:
                                            fearRange = 48;
                                            break;
                                        #endregion

                                        #region Rank 8
                                        case 8:
                                            fearRange = 55;
                                            break;
                                        #endregion

                                        #region Rank 9
                                        case 9:
                                            fearRange = 67;
                                            break;
                                        #endregion

                                        #region Rank 10
                                        case 10:
                                            fearRange = 90;
                                            break;
                                        #endregion

                                        default:
                                            break;
                                        #endregion
                                    }

                                    _game.SkillEntityFactory.CreateSkillAoE(SkillType.Fear,
                                        _game.PositionComponent[userID], rank, fearRange);

                                    #endregion

                                    break;
                                }

                            case SkillType.Sacrifice: //Instant
                                {
                                    #region Skill Variables

                                    InstantEffect instantEffect;
                                    DirectHeal directHeal;
                                    DirectDamage directDamage;

                                    uint enslavedEnemyID = int.MaxValue;
                                    float damageValue = 0, healValue = 0;

                                    #endregion

                                    #region Skill Logic

                                    //Getting whatever is the first monster enslaved by this player
                                    //Alternatively, could sacrifice all enslaved monsters
                                    foreach (Enslave effect in _game.EnslaveComponent.All)
                                    {
                                        if (effect.OwnerID == userID && _game.EnemyComponent.Contains(effect.TargetID))
                                        {
                                            enslavedEnemyID = effect.TargetID;
                                            break;
                                        }
                                    }

                                    if (!_game.EnemyComponent.Contains(enslavedEnemyID)) return;

                                    damageValue = _game.EnemyComponent[enslavedEnemyID].Health;

                                    switch (rank)
                                    {
                                        #region Checking Rank

                                        #region Rank 1
                                        case 1:
                                            healValue = damageValue * 0.10f; //10% of remaining life
                                            break;
                                        #endregion

                                        #region Rank 2
                                        case 2:
                                            healValue = damageValue * 0.15f; //15% of remaining life
                                            break;
                                        #endregion

                                        #region Rank 3
                                        case 3:
                                            healValue = damageValue * 0.20f; //20% of remaining life
                                            break;
                                        #endregion

                                        #region Rank 4
                                        case 4:
                                            healValue = damageValue * 0.25f; //25% of remaining life
                                            break;
                                        #endregion

                                        #region Rank 5
                                        case 5:
                                            healValue = damageValue * 0.35f; //35% of remaining life
                                            break;
                                        #endregion

                                        #region Rank 6
                                        case 6:
                                            healValue = damageValue * 0.50f; //50% of remaining life
                                            break;
                                        #endregion

                                        #region Rank 7
                                        case 7:
                                            healValue = damageValue * 0.80f; //80% of remaining life
                                            break;
                                        #endregion

                                        #region Rank 8
                                        case 8:
                                            healValue = damageValue * 1.00f; //100% of remaining life
                                            break;
                                        #endregion

                                        #region Rank 9
                                        case 9:
                                            healValue = damageValue * 1.10f; //110% of remaining life
                                            break;
                                        #endregion

                                        #region Rank 10
                                        case 10:
                                            healValue = damageValue * 0.1f; //10% of remaining life
                                            break;
                                        #endregion

                                        default:
                                            return;
                                        #endregion
                                    }

                                    //Since the only variance between ranks is the healValue variable, we can
                                    //keep it simple by just adding all the effects down here, after we've
                                    //got the variables initialized
                                    // ~Nick B.

                                    eid = Entity.NextEntity();

                                    instantEffect = new InstantEffect()
                                    {
                                        EntityID = eid,
                                        isTriggered = false,
                                    };
                                    _game.InstantEffectComponent.Add(eid, instantEffect);

                                    directDamage = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        TargetID = enslavedEnemyID,
                                        Damage = damageValue,
                                    };
                                    _game.DirectDamageComponent.Add(eid, directDamage);

                                    directHeal = new DirectHeal()
                                    {
                                        EntityID = eid,
                                        TargetID = userID,
                                        Amount = healValue,
                                    };
                                    _game.DirectHealComponent.Add(eid, directHeal);

                                    #endregion

                                    break;
                                }

                            case SkillType.PsionicSpear: //Projectile
                                {
                                    #region Skill Logic

                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.PsionicSpear,
                                        (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                        _game.PositionComponent[userID], rank, 300, userID);

                                    #endregion

                                    break;
                                }

                            case SkillType.Taint: //Projectile
                                {
                                    #region Skill Logic

                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.Taint,
                                        (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                        _game.PositionComponent[userID], rank, 300, userID);

                                    #endregion

                                    break;
                                }

                            case SkillType.Rot: //Projectile
                                {
                                    #region Skill Logic

                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.Rot,
                                        (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                        _game.PositionComponent[userID], rank, 300, userID);

                                    #endregion

                                    break;
                                }

                            case SkillType.Push: //AOE
                                {
                                    #region Skill Variables
                                    int pushRange = 0;
                                    #endregion

                                    #region Skill Logic

                                    switch (rank)
                                    {
                                        #region Checking Rank

                                        #region Rank 1
                                        case 1:
                                            pushRange = 15;
                                            break;
                                        #endregion

                                        #region Rank 2
                                        case 2:
                                            pushRange = 20;
                                            break;
                                        #endregion

                                        #region Rank 3
                                        case 3:
                                            pushRange = 24;
                                            break;
                                        #endregion

                                        #region Rank 4
                                        case 4:
                                            pushRange = 30;
                                            break;
                                        #endregion

                                        #region Rank 5
                                        case 5:
                                            pushRange = 45;
                                            break;
                                        #endregion

                                        #region Rank 6
                                        case 6:
                                            pushRange = 60;
                                            break;
                                        #endregion

                                        #region Rank 7
                                        case 7:
                                            pushRange = 85;
                                            break;
                                        #endregion

                                        #region Rank 8
                                        case 8:
                                            pushRange = 100;
                                            break;
                                        #endregion

                                        #region Rank 9
                                        case 9:
                                            pushRange = 125;
                                            break;
                                        #endregion

                                        #region Rank 10
                                        case 10:
                                            pushRange = 150;
                                            break;
                                        #endregion

                                        default:
                                            break;
                                        #endregion
                                    }

                                    _game.SkillEntityFactory.CreateSkillAoE(SkillType.Push,
                                        _game.PositionComponent[userID], rank, pushRange);

                                    #endregion

                                    break;
                                }

                            case SkillType.Lightning: //Instant
                                {
                                    #region Skill Variables

                                    InstantEffect instantEffect;
                                    DirectDamage directDamage;

                                    uint eid_2;
                                    TimedEffect timedEffect;
                                    Stun stun;

                                    Random damageMod = new Random();

                                    Position evalPosition;
                                    uint tempEnemyID;
                                    List<uint> ignoreList = new List<uint>();
                                    int chainNumber = 0;
                                    float duration = 0;
                                    int damageValue = 0;
                                    float maxChainDistance = 0;

                                    #endregion

                                    #region Skill Logic
                                    //No need to continue if we can't even get the position of the player
                                    //which means there will need to be some bugs to iron out
                                    if (!_game.PositionComponent.Contains(userID)) return;

                                    evalPosition = _game.PositionComponent[userID];

                                    switch (rank)
                                    {
                                        #region Checking Rank

                                        #region Rank 1
                                        case 1:
                                            chainNumber = 1; //Chains through 1 enemy
                                            duration = 2; //Duration of 2 seconds
                                            damageValue = 2 + damageMod.Next(4); //Damage between 2 and 5
                                            maxChainDistance = 10; //Biggest gap an arc will span
                                            break;
                                        #endregion

                                        #region Rank 2
                                        case 2:
                                            chainNumber = 1; //Chains through 1 enemy
                                            duration = 3; //Duration of 3 seconds
                                            damageValue = 4 + damageMod.Next(5); //Damage between 4 and 8
                                            maxChainDistance = 15; //Biggest gap an arc will span
                                            break;
                                        #endregion

                                        #region Rank 3
                                        case 3:
                                            chainNumber = 2; //Chains through 2 enemies
                                            duration = 3; //Duration of 3 seconds
                                            damageValue = 6 + damageMod.Next(5); //Damage between 6 and 10
                                            maxChainDistance = 15; //Biggest gap an arc will span
                                            break;
                                        #endregion

                                        #region Rank 4
                                        case 4:
                                            chainNumber = 2; //Chains through 2 enemies
                                            duration = 4; //Duration of 4 seconds
                                            damageValue = 10 + damageMod.Next(3); //Damage between 10 and 12
                                            maxChainDistance = 18; //Biggest gap an arc with span
                                            break;
                                        #endregion

                                        #region Rank 5
                                        case 5:
                                            chainNumber = 3; //Chains through 3 enemies
                                            duration = 5; //Duration of 5 seconds
                                            damageValue = 13 + damageMod.Next(3); //Damage between 13 and 15
                                            maxChainDistance = 21; //Biggest gap an arc will span
                                            break;
                                        #endregion

                                        #region Rank 6
                                        case 6:
                                            chainNumber = 3; //Chains through 3 enemies
                                            duration = 5; //Duration of 5 seconds
                                            damageValue = 17 + damageMod.Next(4); //Damage between 17 and 20
                                            maxChainDistance = 26; //Biggest gap an arc will span
                                            break;
                                        #endregion

                                        #region Rank 7
                                        case 7:
                                            chainNumber = 4; //Chains through 4 enemies
                                            duration = 7; //Duration of 7 seconds
                                            damageValue = 22 + damageMod.Next(6); //Damage between 22 and 27
                                            maxChainDistance = 30; //Biggest gap an arc will span
                                            break;
                                        #endregion

                                        #region Rank 8
                                        case 8:
                                            chainNumber = 4; //Chains through 4 enemies
                                            duration = 7; //Duration of 7 seconds
                                            damageValue = 30 + damageMod.Next(11); //Damage between 30 and 40
                                            maxChainDistance = 38; //Biggest gap an arc will span
                                            break;
                                        #endregion

                                        #region Rank 9
                                        case 9:
                                            chainNumber = 5; //Chains through 5 enemies
                                            duration = 7; //Duration of 7 seconds
                                            damageValue = 35 + damageMod.Next(13); //Damage between 35 and 47
                                            maxChainDistance = 45; //Biggest gap an arc will span
                                            break;
                                        #endregion

                                        #region Rank 10
                                        case 10:
                                            chainNumber = 6; //Chains through 6 enemies
                                            duration = 10; //Duration of 10 seconds
                                            damageValue = 50 + damageMod.Next(16); //Damage between 50 and 65
                                            maxChainDistance = 50; //Biggest gap an arc will span
                                            break;
                                        #endregion

                                        default:
                                            return;
                                        #endregion
                                    }

                                    eid = Entity.NextEntity();
                                    instantEffect = new InstantEffect()
                                    {
                                        EntityID = eid,
                                        isTriggered = false,
                                    };
                                    _game.InstantEffectComponent.Add(eid, instantEffect);

                                    eid_2 = Entity.NextEntity();
                                    timedEffect = new TimedEffect()
                                    {
                                        EntityID = eid_2,
                                        TotalDuration = duration,
                                        TimeLeft = duration,
                                    };

                                    for (int x = 0; x < chainNumber; x++)
                                    {
                                        tempEnemyID = _game.CollisionSystem.GetClosestEnemy(evalPosition, ignoreList, maxChainDistance);

                                        //No need to continue, no enemy is close enough or no other enemies exist
                                        if (!_game.EnemyComponent.Contains(tempEnemyID)) break;

                                        //Add the enemy we just chained to to the ignore list, we don't want
                                        //to chain to them again
                                        ignoreList.Add(tempEnemyID);

                                        //This will be an instant effect, so we'll use eid here
                                        directDamage = new DirectDamage()
                                        {
                                            EntityID = eid,
                                            TargetID = tempEnemyID,
                                            Damage = damageValue,
                                        };
                                        _game.DirectDamageComponent.Add(eid, directDamage);

                                        //This will be a timed effect, so we'll need eid_2 here
                                        stun = new Stun()
                                        {
                                            EntityID = eid_2,
                                            TargetID = tempEnemyID,
                                            Type = StunType.CantBreak,
                                        };
                                        _game.StunComponent.Add(eid_2, stun);
                                    }

                                    #endregion

                                    break;
                                }

                            case SkillType.Malice: //AOE
                                {
                                    #region Skill Variables
                                    int meterConversion = 75;
                                    int maliceRange = 0;
                                    #endregion

                                    #region Skill Logic

                                    switch (rank)
                                    {
                                        #region Checking Rank

                                        #region Rank 1
                                        case 1:
                                            maliceRange = 2;
                                            break;
                                        #endregion

                                        #region Rank 2
                                        case 2:
                                            maliceRange = 2;
                                            break;
                                        #endregion

                                        #region Rank 3
                                        case 3:
                                            maliceRange = 3;
                                            break;
                                        #endregion

                                        #region Rank 4
                                        case 4:
                                            maliceRange = 3;
                                            break;
                                        #endregion

                                        #region Rank 5
                                        case 5:
                                            maliceRange = 4;
                                            break;
                                        #endregion

                                        #region Rank 6
                                        case 6:
                                            maliceRange = 5;
                                            break;
                                        #endregion

                                        #region Rank 7
                                        case 7:
                                            maliceRange = 5;
                                            break;
                                        #endregion

                                        #region Rank 8
                                        case 8:
                                            maliceRange = 6;
                                            break;
                                        #endregion

                                        #region Rank 9
                                        case 9:
                                            maliceRange = 6;
                                            break;
                                        #endregion

                                        #region Rank 10
                                        case 10:
                                            maliceRange = 6;
                                            break;
                                        #endregion

                                        default:
                                            break;
                                        #endregion
                                    }

                                    _game.SkillEntityFactory.CreateSkillAoE(SkillType.Malice,
                                        _game.PositionComponent[userID], rank, maliceRange * meterConversion);

                                    #endregion

                                    break;
                                }

                            default:
                                {
                                    break;
                                }

                            #endregion
                        }
                        break;
                    }

                #endregion

                #region Vermis

                case Aggregate.ZombiePlayer:
                    CoolDown coolDown;
                    TimedEffect timeEffect;
                    Buff buff;
                    #region Race Variables

                    #endregion

                    switch (skillType)
                    {
                        #region Checking Skill Type

                        case SkillType.ThrownBlades:

                            #region Skill Variables

                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.ThrownBlades,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                        _game.PositionComponent[userID], 1, 300, userID);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.ThrownBlades,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 2, 300, userID);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.ThrownBlades,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 3, 300, userID);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.ThrownBlades,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 4, 300, userID);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.ThrownBlades,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 5, 300, userID);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.ThrownBlades,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 6, 300, userID);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.ThrownBlades,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 7, 300, userID);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.ThrownBlades,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 8, 300, userID);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.ThrownBlades,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 9, 300, userID);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.ThrownBlades,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 10, 300, userID);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.FrenziedAttack:

                            #region Skill Variables

                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.FrenziedAttack,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID =eid,
                                        TimeLeft = 10,
                                         TotalDuration=10,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 100,
                                        DefenseMelee = 0,
                                        DefenseRanged = 0,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 10,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = true,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = true,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = 10,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.FrenziedAttack,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID =eid,
                                        TimeLeft = 10,
                                         TotalDuration=10,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 120,
                                        DefenseMelee = 0,
                                        DefenseRanged = 0,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 15,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = true,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = true,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = 15,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 12,
                                        TimeLeft = 12,
                                        Type = SkillType.FrenziedAttack,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 12,
                                        TotalDuration = 12,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 120,
                                        DefenseMelee = 0,
                                        DefenseRanged = 0,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 15,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = true,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = true,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = 15,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 14,
                                        TimeLeft = 14,
                                        Type = SkillType.FrenziedAttack,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 14,
                                        TotalDuration = 14,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 140,
                                        DefenseMelee = 0,
                                        DefenseRanged = 0,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 20,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = true,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = true,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = 20,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;
                                case 5:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 14,
                                        TimeLeft = 14,
                                        Type = SkillType.FrenziedAttack,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 14,
                                        TotalDuration = 14,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 140,
                                        DefenseMelee = 0,
                                        DefenseRanged = 0,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 20,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = true,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = true,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = 20,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 16,
                                        TimeLeft = 16,
                                        Type = SkillType.FrenziedAttack,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 16,
                                        TotalDuration = 16,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 140,
                                        DefenseMelee = 0,
                                        DefenseRanged = 0,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 20,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = true,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = true,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = 20,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 16,
                                        TimeLeft = 16,
                                        Type = SkillType.FrenziedAttack,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 16,
                                        TotalDuration = 16,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 160,
                                        DefenseMelee = 0,
                                        DefenseRanged = 0,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 25,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = true,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = true,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = 25,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 18,
                                        TimeLeft = 18,
                                        Type = SkillType.FrenziedAttack,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 18,
                                        TotalDuration = 18,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 160,
                                        DefenseMelee = 0,
                                        DefenseRanged = 0,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 25,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = true,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = true,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = 25,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 18,
                                        TimeLeft = 18,
                                        Type = SkillType.FrenziedAttack,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 18,
                                        TotalDuration = 18,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 180,
                                        DefenseMelee = 0,
                                        DefenseRanged = 0,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 30,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = true,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = true,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = 30,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 20,
                                        TimeLeft = 20,
                                        Type = SkillType.FrenziedAttack,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 20,
                                        TotalDuration = 20,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 200,
                                        DefenseMelee = 0,
                                        DefenseRanged = 0,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 35,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = true,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = true,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = 35,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.CausticWeapons:

                            #region Skill Variables

                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.CausticWeapons,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.CausticWeapons,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.CausticWeapons,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.CausticWeapons,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.CausticWeapons,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.CausticWeapons,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.CausticWeapons,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.CausticWeapons,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.CausticWeapons,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.CausticWeapons,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.MeatShield:

                            #region Skill Variables

                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.MeatShield,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 10,
                                        TotalDuration = 10,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 0,
                                        DefenseMelee = 0,
                                        DefenseRanged = 1,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = true,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = false,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = true,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = -6,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.MeatShield,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 10,
                                        TotalDuration = 10,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 0,
                                        DefenseMelee = 0,
                                        DefenseRanged = 1,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = true,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = false,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = true,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = -5,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 12,
                                        TimeLeft = 12,
                                        Type = SkillType.MeatShield,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 12,
                                        TotalDuration = 12,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 0,
                                        DefenseMelee = 0,
                                        DefenseRanged = 2,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = true,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = false,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = true,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = -5,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 14,
                                        TimeLeft = 14,
                                        Type = SkillType.MeatShield,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 14,
                                        TotalDuration = 14,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 0,
                                        DefenseMelee = 0,
                                        DefenseRanged = 2,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = true,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = false,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = true,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = -4,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;
                                case 5:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 14,
                                        TimeLeft = 14,
                                        Type = SkillType.MeatShield,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 14,
                                        TotalDuration = 14,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 0,
                                        DefenseMelee = 0,
                                        DefenseRanged = 3,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = true,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = false,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = true,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = -4,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 16,
                                        TimeLeft = 16,
                                        Type = SkillType.MeatShield,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 16,
                                        TotalDuration = 16,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 0,
                                        DefenseMelee = 0,
                                        DefenseRanged = 3,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = true,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = false,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = true,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = -3,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 16,
                                        TimeLeft = 16,
                                        Type = SkillType.MeatShield,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 16,
                                        TotalDuration = 16,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 0,
                                        DefenseMelee = 0,
                                        DefenseRanged = 4,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = true,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = false,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = true,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = -3,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 18,
                                        TimeLeft = 18,
                                        Type = SkillType.MeatShield,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 18,
                                        TotalDuration = 18,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 0,
                                        DefenseMelee = 0,
                                        DefenseRanged = 4,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = true,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = false,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = true,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = -2,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 18,
                                        TimeLeft = 18,
                                        Type = SkillType.MeatShield,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 18,
                                        TotalDuration = 18,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 0,
                                        DefenseMelee = 0,
                                        DefenseRanged = 5,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = true,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = false,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = true,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = -2,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 20,
                                        TimeLeft = 20,
                                        Type = SkillType.MeatShield,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 20,
                                        TotalDuration = 20,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = 0,
                                        DefenseMelee = 0,
                                        DefenseRanged = 7,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = false,
                                        isPercentDefenseRanged = true,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = true,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength =- 1,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.HardenedBody:

                            #region Skill Variables

                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.HardenedBody,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 10,
                                        TotalDuration = 10,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = -100,
                                        DefenseMelee = 1,
                                        DefenseRanged = 0,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = true,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = true,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength =0,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.HardenedBody,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 10,
                                        TotalDuration = 10,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = -90,
                                        DefenseMelee = 1,
                                        DefenseRanged = 0,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = true,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = true,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength =0,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 12,
                                        TimeLeft = 12,
                                        Type = SkillType.HardenedBody,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 12,
                                        TotalDuration = 12,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = -90,
                                        DefenseMelee = 2,
                                        DefenseRanged =0,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = true,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = true,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = 0,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 14,
                                        TimeLeft = 14,
                                        Type = SkillType.HardenedBody,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 14,
                                        TotalDuration = 14,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = -80,
                                        DefenseMelee = 2,
                                        DefenseRanged = 2,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = true,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = true,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = 0,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;
                                case 5:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 14,
                                        TimeLeft = 14,
                                        Type = SkillType.HardenedBody,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 14,
                                        TotalDuration = 14,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = -80,
                                        DefenseMelee = 3,
                                        DefenseRanged = 2,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = true,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = true,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = 0,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 16,
                                        TimeLeft = 16,
                                        Type = SkillType.HardenedBody,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 16,
                                        TotalDuration = 16,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = -70,
                                        DefenseMelee = 3,
                                        DefenseRanged = 3,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = true,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = true,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = 0,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 16,
                                        TimeLeft = 16,
                                        Type = SkillType.HardenedBody,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 16,
                                        TotalDuration = 16,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = -70,
                                        DefenseMelee = 4,
                                        DefenseRanged = 4,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = true,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = false,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = 0,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 18,
                                        TimeLeft = 18,
                                        Type = SkillType.HardenedBody,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 18,
                                        TotalDuration = 18,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = -60,
                                        DefenseMelee = 4,
                                        DefenseRanged = 4,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = true,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = false,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = 0,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 18,
                                        TimeLeft = 18,
                                        Type = SkillType.HardenedBody,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 18,
                                        TotalDuration = 18,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = -60,
                                        DefenseMelee = 5,
                                        DefenseRanged = 0,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = false,
                                        isPercentDefenseMelee = true,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed =true,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = 0,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();

                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 20,
                                        TimeLeft = 20,
                                        Type = SkillType.HardenedBody,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    timeEffect = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 20,
                                        TotalDuration = 20,
                                    };
                                    _game.TimedEffectComponent.Add(eid, timeEffect);
                                    buff = new Buff()
                                    {
                                        EntityID = eid,
                                        MovementSpeed = -50,
                                        DefenseMelee = 7,
                                        DefenseRanged = 0,
                                        AttackMelee = 0,
                                        AttackRanged = 0,
                                        AttackSpeed = 00,
                                        isPercentAttackMelee = false,
                                        isPercentAttackRanged = false,
                                        isPercentAttackSpeed = true,
                                        isPercentDefenseMelee = true,
                                        isPercentDefenseRanged = false,
                                        isPercentFatigue = false,
                                        isPercentHealth = false,
                                        isPercentMovementSpeed = false,
                                        Fatigue = 0,
                                        Health = 0,
                                        isPercentPsi = false,
                                        isPercentResistPoison = false,
                                        isPercentWeaponAccuracy = false,
                                        isPercentWeaponSpeed = false,
                                        isPercentWeaponStrength = false,
                                        Psi = 0,
                                        ResistPoison = 0,
                                        TargetID = userID,
                                        WeaponAccuracy = 0,
                                        WeaponSpeed = 0,
                                        WeaponStrength = 0,
                                    };
                                    _game.BuffComponent.Add(eid, buff);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.Regeneration:

                            #region Skill Variables
                            HealOverTime HoT;
                            TimedEffect time;
                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.Regeneration,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    HoT = new HealOverTime()
                                    {
                                        AmountPerTick = 1,
                                        CurrentStack = 1,
                                        CurrentTime = 0,
                                        EntityID = eid,
                                        MaxStack = 1,
                                        TargetID = userID,
                                        TickTime = 1,
                                    };
                                    _game.HealOverTimeComponent.Add(eid, HoT);

                                    time = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 10,
                                        TotalDuration = 10,
                                    };
                                    _game.TimedEffectComponent.Add(eid, time);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    HoT = new HealOverTime()
                                    {
                                        AmountPerTick = 1,
                                        CurrentStack = 1,
                                        CurrentTime = 0,
                                        EntityID = eid,
                                        MaxStack = 1,
                                        TargetID = userID,
                                        TickTime = 1,
                                    };
                                    _game.HealOverTimeComponent.Add(eid, HoT);

                                    time = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 12,
                                        TotalDuration = 12,
                                    };
                                    _game.TimedEffectComponent.Add(eid, time);
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 12,
                                        TimeLeft = 12,
                                        Type = SkillType.Regeneration,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 12,
                                        TimeLeft = 12,
                                        Type = SkillType.Regeneration,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    HoT = new HealOverTime()
                                    {
                                        AmountPerTick = 1,
                                        CurrentStack = 1,
                                        CurrentTime = 0,
                                        EntityID = eid,
                                        MaxStack = 1,
                                        TargetID = userID,
                                        TickTime = 1,
                                    };
                                    _game.HealOverTimeComponent.Add(eid, HoT);

                                    time = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 12,
                                        TotalDuration = 12,
                                    };
                                    _game.TimedEffectComponent.Add(eid, time);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.Regeneration,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);

                                    HoT = new HealOverTime()
                                    {
                                        AmountPerTick = 2,
                                        CurrentStack = 1,
                                        CurrentTime = 0,
                                        EntityID = eid,
                                        MaxStack = 1,
                                        TargetID = userID,
                                        TickTime = 1,
                                    };
                                    _game.HealOverTimeComponent.Add(eid, HoT);

                                    time = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 14,
                                        TotalDuration = 14,
                                    };
                                    _game.TimedEffectComponent.Add(eid, time);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.Regeneration,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    HoT = new HealOverTime()
                                    {
                                        AmountPerTick = 3,
                                        CurrentStack = 1,
                                        CurrentTime = 0,
                                        EntityID = eid,
                                        MaxStack = 1,
                                        TargetID = userID,
                                        TickTime = 1,
                                    };
                                    _game.HealOverTimeComponent.Add(eid, HoT);

                                    time = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 14,
                                        TotalDuration = 14,
                                    };
                                    _game.TimedEffectComponent.Add(eid, time);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.Regeneration,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    HoT = new HealOverTime()
                                    {
                                        AmountPerTick = 3,
                                        CurrentStack = 1,
                                        CurrentTime = 0,
                                        EntityID = eid,
                                        MaxStack = 1,
                                        TargetID = userID,
                                        TickTime = 1,
                                    };
                                    _game.HealOverTimeComponent.Add(eid, HoT);

                                    time = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 16,
                                        TotalDuration = 16,
                                    };
                                    _game.TimedEffectComponent.Add(eid, time);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.Regeneration,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    HoT = new HealOverTime()
                                    {
                                        AmountPerTick = 4,
                                        CurrentStack = 1,
                                        CurrentTime = 0,
                                        EntityID = eid,
                                        MaxStack = 1,
                                        TargetID = userID,
                                        TickTime = 1,
                                    };
                                    _game.HealOverTimeComponent.Add(eid, HoT);

                                    time = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 16,
                                        TotalDuration = 16,
                                    };
                                    _game.TimedEffectComponent.Add(eid, time);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.Regeneration,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.Regeneration,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    HoT = new HealOverTime()
                                    {
                                        AmountPerTick = 4,
                                        CurrentStack = 1,
                                        CurrentTime = 0,
                                        EntityID = eid,
                                        MaxStack = 1,
                                        TargetID = userID,
                                        TickTime = 1,
                                    };
                                    _game.HealOverTimeComponent.Add(eid, HoT);

                                    time = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 18,
                                        TotalDuration = 18,
                                    };
                                    _game.TimedEffectComponent.Add(eid, time);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 10,
                                        TimeLeft = 10,
                                        Type = SkillType.Regeneration,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    HoT = new HealOverTime()
                                    {
                                        AmountPerTick = 5,
                                        CurrentStack = 1,
                                        CurrentTime = 0,
                                        EntityID = eid,
                                        MaxStack = 1,
                                        TargetID = userID,
                                        TickTime = 1,
                                    };
                                    _game.HealOverTimeComponent.Add(eid, HoT);

                                    time = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TimeLeft = 20,
                                        TotalDuration = 20,
                                    };
                                    _game.TimedEffectComponent.Add(eid, time);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.BenignParasite:

                            #region Skill Variables

                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.BenignParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 1, 300, userID);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.BenignParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 2, 300, userID);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.BenignParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 3, 300, userID);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.BenignParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 4, 300, userID);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.BenignParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 5, 300, userID);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.BenignParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 6, 300, userID);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.BenignParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 7, 300, userID);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.BenignParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 8, 300, userID);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.BenignParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                        _game.PositionComponent[userID], 9, 300, userID);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.BenignParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 10, 300, userID);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.MaliciousParasite:

                            #region Skill Variables

                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MaliciousParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 1, 300, userID);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MaliciousParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 2, 300, userID);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MaliciousParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 3, 300, userID);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MaliciousParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 4, 300, userID);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MaliciousParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 5, 300, userID);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MaliciousParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 6, 300, userID);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MaliciousParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 7, 300, userID);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MaliciousParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 8, 300, userID);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MaliciousParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 9, 300, userID);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MaliciousParasite,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 10, 300, userID);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        case SkillType.MindlessParasites:

                            #region Skill Variables

                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MindlessParasites,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 1, 300, userID);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MindlessParasites,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 2, 300, userID);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MindlessParasites,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 3, 300, userID);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MindlessParasites,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 4, 300, userID);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MindlessParasites,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 5, 300, userID);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MindlessParasites,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 6, 300, userID);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MindlessParasites,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 7, 300, userID);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MindlessParasites,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 8, 300, userID);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MindlessParasites,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 9, 300, userID);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    coolDown = new CoolDown()
                                    {
                                        EntityID = eid,
                                        MaxTime = 1,
                                        TimeLeft = 1,
                                        Type = SkillType.MindlessParasites,
                                        UserID = userID,
                                    };
                                    _game.CoolDownComponent.Add(eid, coolDown);
                                    _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow,
                                       _game.PositionComponent[userID], 10, 300, userID);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;

                        default:
                            break;

                        #endregion
                    }
                    break;

                #endregion

                #region Earthian

                //Earthian Skills done by Andrew Bellinder
                case Aggregate.EarthianPlayer:
                    #region Race Variables

                    #endregion

                    switch (skillType)
                    {
                        #region Checking Skill Type

                        #region Turret

                        case SkillType.Turret:
                            {

                                #region Skill Variables
                                Turret turret;
                                TimedEffect timedEffect;
                                float effectDuration;
                                Sprite sprite;
                                Position turretPosition;

                                #endregion

                                switch (rank)
                                {
                                    #region Checking Rank
                                    case 1:
                                        eid = Entity.NextEntity();
                                        effectDuration = 3;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        turretPosition = _game.PositionComponent[GetPlayerID()];
                                        turret = new Turret()
                                        {
                                            EntityID = eid,
                                            position = turretPosition,
                                            range = 100,
                                        };
                                        _game.TurretComponent.Add(eid, turret);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(11, 49, 37, 63),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, turret.position);

                                        break;

                                    case 2:
                                        eid = Entity.NextEntity();
                                        effectDuration = 4;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        turretPosition = _game.PositionComponent[GetPlayerID()];
                                        turret = new Turret()
                                        {
                                            EntityID = eid,
                                            position = turretPosition,
                                            range = 100,
                                        };
                                        _game.TurretComponent.Add(eid, turret);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(11, 49, 37, 63),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, turret.position);

                                        break;

                                    case 3:
                                        eid = Entity.NextEntity();
                                        effectDuration = 5;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        turretPosition = _game.PositionComponent[GetPlayerID()];
                                        turret = new Turret()
                                        {
                                            EntityID = eid,
                                            position = turretPosition,
                                            range = 150,
                                        };
                                        _game.TurretComponent.Add(eid, turret);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(11, 49, 37, 63),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, turret.position);
                                        break;

                                    case 4:
                                        eid = Entity.NextEntity();
                                        effectDuration = 6;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        turretPosition = _game.PositionComponent[GetPlayerID()];
                                        turret = new Turret()
                                        {
                                            EntityID = eid,
                                            position = turretPosition,
                                            range = 200,
                                        };
                                        _game.TurretComponent.Add(eid, turret);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(11, 49, 37, 63),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, turret.position);
                                        break;

                                    case 5:
                                        eid = Entity.NextEntity();
                                        effectDuration = 7;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        turretPosition = _game.PositionComponent[GetPlayerID()];
                                        turret = new Turret()
                                        {
                                            EntityID = eid,
                                            position = turretPosition,
                                            range = 250,
                                        };
                                        _game.TurretComponent.Add(eid, turret);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(11, 49, 37, 63),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, turret.position);
                                        break;

                                    case 6:
                                        eid = Entity.NextEntity();
                                        effectDuration = 8;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        turretPosition = _game.PositionComponent[GetPlayerID()];
                                        turret = new Turret()
                                        {
                                            EntityID = eid,
                                            position = turretPosition,
                                            range = 300,
                                        };
                                        _game.TurretComponent.Add(eid, turret);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(11, 49, 37, 63),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, turret.position);
                                        break;

                                    case 7:
                                        eid = Entity.NextEntity();
                                        effectDuration = 9;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        turretPosition = _game.PositionComponent[GetPlayerID()];
                                        turret = new Turret()
                                        {
                                            EntityID = eid,
                                            position = turretPosition,
                                            range = 350,
                                        };
                                        _game.TurretComponent.Add(eid, turret);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(11, 49, 37, 63),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, turret.position);
                                        break;

                                    case 8:
                                        eid = Entity.NextEntity();
                                        effectDuration = 10;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        turretPosition = _game.PositionComponent[GetPlayerID()];
                                        turret = new Turret()
                                        {
                                            EntityID = eid,
                                            position = turretPosition,
                                            range = 400,
                                        };
                                        _game.TurretComponent.Add(eid, turret);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(11, 49, 37, 63),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, turret.position);
                                        break;

                                    case 9:
                                        eid = Entity.NextEntity();
                                        effectDuration = 11;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        turretPosition = _game.PositionComponent[GetPlayerID()];
                                        turret = new Turret()
                                        {
                                            EntityID = eid,
                                            position = turretPosition,
                                            range = 450,
                                        };
                                        _game.TurretComponent.Add(eid, turret);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(11, 49, 37, 63),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, turret.position);
                                        break;

                                    case 10:
                                        eid = Entity.NextEntity();
                                        effectDuration = 12;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        turretPosition = _game.PositionComponent[GetPlayerID()];
                                        turret = new Turret()
                                        {
                                            EntityID = eid,
                                            position = turretPosition,
                                            range = 500,
                                        };
                                        _game.TurretComponent.Add(eid, turret);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(11, 49, 37, 63),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, turret.position);
                                        break;

                                    default:
                                        break;
                                    #endregion
                                }
                            }
                            break;

                        #endregion

                        #region Trap

                        case SkillType.Trap:
                            {

                                #region Skill Variables

                                TimedEffect timedEffect;
                                float effectDuration;
                                Trap trap;
                                Sprite sprite;
                                Position trapPosition;

                                #endregion

                                switch (rank)
                                {
                                    #region Checking Rank
                                    case 1:
                                        eid = Entity.NextEntity();
                                        effectDuration = 3;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        trapPosition = _game.PositionComponent[GetPlayerID()];
                                        trap = new Trap()
                                        {
                                            EntityID = eid,
                                            position = trapPosition,
                                            isSet = false,
                                            range = 20,
                                            duration = effectDuration,
                                        };
                                        _game.TrapComponent.Add(eid, trap);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(0, 10, 69, 42),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, trap.position);
                                        break;

                                    case 2:
                                        eid = Entity.NextEntity();
                                        effectDuration = 4;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        trapPosition = _game.PositionComponent[GetPlayerID()];
                                        trap = new Trap()
                                        {
                                            EntityID = eid,
                                            position = trapPosition,
                                            isSet = false,
                                            range = 20,
                                            duration = effectDuration,
                                        };
                                        _game.TrapComponent.Add(eid, trap);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(0, 10, 69, 42),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, trap.position);
                                        break;

                                    case 3:
                                        eid = Entity.NextEntity();
                                        effectDuration = 4;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        trapPosition = _game.PositionComponent[GetPlayerID()];
                                        trap = new Trap()
                                        {
                                            EntityID = eid,
                                            position = trapPosition,
                                            isSet = false,
                                            range = 30,
                                            duration = effectDuration,
                                        };
                                        _game.TrapComponent.Add(eid, trap);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(0, 10, 69, 42),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, trap.position);
                                        break;

                                    case 4:
                                        eid = Entity.NextEntity();
                                        effectDuration = 4;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        trapPosition = _game.PositionComponent[GetPlayerID()];
                                        trap = new Trap()
                                        {
                                            EntityID = eid,
                                            position = trapPosition,
                                            isSet = false,
                                            range = 30,
                                            duration = effectDuration,
                                        };
                                        _game.TrapComponent.Add(eid, trap);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(0, 10, 69, 42),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, trap.position);
                                        break;

                                    case 5:
                                        eid = Entity.NextEntity();
                                        effectDuration = 5;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        trapPosition = _game.PositionComponent[GetPlayerID()];
                                        trap = new Trap()
                                        {
                                            EntityID = eid,
                                            position = trapPosition,
                                            isSet = false,
                                            range = 40,
                                            duration = effectDuration,
                                        };
                                        _game.TrapComponent.Add(eid, trap);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(0, 10, 69, 42),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, trap.position);
                                        break;

                                    case 6:
                                        eid = Entity.NextEntity();
                                        effectDuration = 5;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        trapPosition = _game.PositionComponent[GetPlayerID()];
                                        trap = new Trap()
                                        {
                                            EntityID = eid,
                                            position = trapPosition,
                                            isSet = false,
                                            range = 40,
                                            duration = effectDuration,
                                        };
                                        _game.TrapComponent.Add(eid, trap);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(0, 10, 69, 42),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, trap.position);
                                        break;

                                    case 7:
                                        eid = Entity.NextEntity();
                                        effectDuration = 6;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        trapPosition = _game.PositionComponent[GetPlayerID()];
                                        trap = new Trap()
                                        {
                                            EntityID = eid,
                                            position = trapPosition,
                                            isSet = false,
                                            range = 50,
                                            duration = effectDuration,
                                        };
                                        _game.TrapComponent.Add(eid, trap);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(0, 10, 69, 42),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, trap.position);
                                        break;

                                    case 8:
                                        eid = Entity.NextEntity();
                                        effectDuration = 6;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        trapPosition = _game.PositionComponent[GetPlayerID()];
                                        trap = new Trap()
                                        {
                                            EntityID = eid,
                                            position = trapPosition,
                                            isSet = false,
                                            range = 50,
                                            duration = effectDuration,
                                        };
                                        _game.TrapComponent.Add(eid, trap);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(0, 10, 69, 42),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, trap.position);
                                        break;

                                    case 9:
                                        eid = Entity.NextEntity();
                                        effectDuration = 6;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        trapPosition = _game.PositionComponent[GetPlayerID()];
                                        trap = new Trap()
                                        {
                                            EntityID = eid,
                                            position = trapPosition,
                                            isSet = false,
                                            range = 60,
                                            duration = effectDuration,
                                        };
                                        _game.TrapComponent.Add(eid, trap);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(0, 10, 69, 42),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, trap.position);
                                        break;

                                    case 10:
                                        eid = Entity.NextEntity();
                                        effectDuration = 7;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        trapPosition = _game.PositionComponent[GetPlayerID()];
                                        trap = new Trap()
                                        {
                                            EntityID = eid,
                                            position = trapPosition,
                                            isSet = false,
                                            range = 60,
                                            duration = effectDuration,
                                        };
                                        _game.TrapComponent.Add(eid, trap);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                            SpriteBounds = new Rectangle(0, 10, 69, 42),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, trap.position);
                                        break;

                                    default:
                                        break;
                                    #endregion
                                }
                            }
                            break;

                        #endregion

                        #region Exploding Droids

                        case SkillType.ExplodingDroids:
                            {
                                if (_game.EnemyComponent.All.Count() > 0)
                                {
                                    #region Skill Variables

                                    TimedEffect timedEffect;
                                    float effectDuration;

                                    Movement movement;
                                    float droidSpeed;

                                    ExplodingDroid explodingDroid;
                                    Sprite sprite;

                                    Position droidPosition;

                                    Collideable collideable;

                                    #endregion

                                    switch (rank)
                                    {
                                        #region Checking Rank
                                        case 1:
                                            eid = Entity.NextEntity();
                                            effectDuration = 6;
                                            droidSpeed = 110;

                                            timedEffect = new TimedEffect()
                                            {
                                                EntityID = eid,
                                                TotalDuration = effectDuration,
                                                TimeLeft = effectDuration
                                            };
                                            _game.TimedEffectComponent.Add(eid, timedEffect);

                                            movement = new Movement()
                                            {
                                                EntityID = eid,
                                                Speed = droidSpeed,
                                            };
                                            _game.MovementComponent.Add(eid, movement);

                                            droidPosition = _game.PositionComponent[GetPlayerID()];
                                            droidPosition.Radius = 32;
                                            explodingDroid = new ExplodingDroid()
                                            {
                                                EntityID = eid,
                                                position = droidPosition,
                                                hasEnemy = false,
                                            };
                                            _game.ExplodingDroidComponent.Add(eid, explodingDroid);

                                            sprite = new Sprite()
                                            {
                                                EntityID = eid,
                                                SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                                SpriteBounds = new Rectangle(51, 45, 71, 82),
                                            };
                                            _game.SpriteComponent.Add(eid, sprite);

                                            collideable = new Collideable()
                                            {
                                                EntityID = eid,
                                                RoomID = droidPosition.RoomID,
                                                Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius),
                                            };
                                            _game.CollisionComponent.Add(eid, collideable);

                                            _game.PositionComponent.Add(eid, explodingDroid.position);
                                            break;

                                        case 2:
                                            eid = Entity.NextEntity();
                                            effectDuration = 6;
                                            droidSpeed = 115;

                                            timedEffect = new TimedEffect()
                                            {
                                                EntityID = eid,
                                                TotalDuration = effectDuration,
                                                TimeLeft = effectDuration
                                            };
                                            _game.TimedEffectComponent.Add(eid, timedEffect);

                                            movement = new Movement()
                                            {
                                                EntityID = eid,
                                                Speed = droidSpeed,
                                            };
                                            _game.MovementComponent.Add(eid, movement);

                                            droidPosition = _game.PositionComponent[GetPlayerID()];
                                            droidPosition.Radius = 35;
                                            explodingDroid = new ExplodingDroid()
                                            {
                                                EntityID = eid,
                                                position = droidPosition,
                                                hasEnemy = false,
                                            };
                                            _game.ExplodingDroidComponent.Add(eid, explodingDroid);

                                            sprite = new Sprite()
                                            {
                                                EntityID = eid,
                                                SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                                SpriteBounds = new Rectangle(51, 45, 71, 82),
                                            };
                                            _game.SpriteComponent.Add(eid, sprite);

                                            collideable = new Collideable()
                                            {
                                                EntityID = eid,
                                                RoomID = droidPosition.RoomID,
                                                Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius),
                                            };
                                            _game.CollisionComponent.Add(eid, collideable);

                                            _game.PositionComponent.Add(eid, explodingDroid.position);
                                            break;

                                        case 3:
                                            eid = Entity.NextEntity();
                                            effectDuration = 6;
                                            droidSpeed = 120;

                                            timedEffect = new TimedEffect()
                                            {
                                                EntityID = eid,
                                                TotalDuration = effectDuration,
                                                TimeLeft = effectDuration
                                            };
                                            _game.TimedEffectComponent.Add(eid, timedEffect);

                                            movement = new Movement()
                                            {
                                                EntityID = eid,
                                                Speed = droidSpeed,
                                            };
                                            _game.MovementComponent.Add(eid, movement);

                                            droidPosition = _game.PositionComponent[GetPlayerID()];
                                            droidPosition.Radius = 40;
                                            explodingDroid = new ExplodingDroid()
                                            {
                                                EntityID = eid,
                                                position = droidPosition,
                                                hasEnemy = false,
                                            };
                                            _game.ExplodingDroidComponent.Add(eid, explodingDroid);

                                            sprite = new Sprite()
                                            {
                                                EntityID = eid,
                                                SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                                SpriteBounds = new Rectangle(51, 45, 71, 82),
                                            };
                                            _game.SpriteComponent.Add(eid, sprite);

                                            collideable = new Collideable()
                                            {
                                                EntityID = eid,
                                                RoomID = droidPosition.RoomID,
                                                Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius),
                                            };
                                            _game.CollisionComponent.Add(eid, collideable);

                                            _game.PositionComponent.Add(eid, explodingDroid.position);
                                            break;

                                        case 4:
                                            eid = Entity.NextEntity();
                                            effectDuration = 6;
                                            droidSpeed = 125;

                                            timedEffect = new TimedEffect()
                                            {
                                                EntityID = eid,
                                                TotalDuration = effectDuration,
                                                TimeLeft = effectDuration
                                            };
                                            _game.TimedEffectComponent.Add(eid, timedEffect);

                                            movement = new Movement()
                                            {
                                                EntityID = eid,
                                                Speed = droidSpeed,
                                            };
                                            _game.MovementComponent.Add(eid, movement);

                                            droidPosition = _game.PositionComponent[GetPlayerID()];
                                            droidPosition.Radius = 45;
                                            explodingDroid = new ExplodingDroid()
                                            {
                                                EntityID = eid,
                                                position = droidPosition,
                                                hasEnemy = false,
                                            };
                                            _game.ExplodingDroidComponent.Add(eid, explodingDroid);

                                            sprite = new Sprite()
                                            {
                                                EntityID = eid,
                                                SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                                SpriteBounds = new Rectangle(51, 45, 71, 82),
                                            };
                                            _game.SpriteComponent.Add(eid, sprite);

                                            collideable = new Collideable()
                                            {
                                                EntityID = eid,
                                                RoomID = droidPosition.RoomID,
                                                Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius),
                                            };
                                            _game.CollisionComponent.Add(eid, collideable);

                                            _game.PositionComponent.Add(eid, explodingDroid.position);
                                            break;

                                        case 5:
                                            eid = Entity.NextEntity();
                                            effectDuration = 6;
                                            droidSpeed = 130;

                                            timedEffect = new TimedEffect()
                                            {
                                                EntityID = eid,
                                                TotalDuration = effectDuration,
                                                TimeLeft = effectDuration
                                            };
                                            _game.TimedEffectComponent.Add(eid, timedEffect);

                                            movement = new Movement()
                                            {
                                                EntityID = eid,
                                                Speed = droidSpeed,
                                            };
                                            _game.MovementComponent.Add(eid, movement);

                                            droidPosition = _game.PositionComponent[GetPlayerID()];
                                            droidPosition.Radius = 50;
                                            explodingDroid = new ExplodingDroid()
                                            {
                                                EntityID = eid,
                                                position = droidPosition,
                                                hasEnemy = false,
                                            };
                                            _game.ExplodingDroidComponent.Add(eid, explodingDroid);

                                            sprite = new Sprite()
                                            {
                                                EntityID = eid,
                                                SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                                SpriteBounds = new Rectangle(51, 45, 71, 82),
                                            };
                                            _game.SpriteComponent.Add(eid, sprite);

                                            collideable = new Collideable()
                                            {
                                                EntityID = eid,
                                                RoomID = droidPosition.RoomID,
                                                Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius),
                                            };
                                            _game.CollisionComponent.Add(eid, collideable);

                                            _game.PositionComponent.Add(eid, explodingDroid.position);
                                            break;

                                        case 6:
                                            eid = Entity.NextEntity();
                                            effectDuration = 6;
                                            droidSpeed = 135;

                                            timedEffect = new TimedEffect()
                                            {
                                                EntityID = eid,
                                                TotalDuration = effectDuration,
                                                TimeLeft = effectDuration
                                            };
                                            _game.TimedEffectComponent.Add(eid, timedEffect);

                                            movement = new Movement()
                                            {
                                                EntityID = eid,
                                                Speed = droidSpeed,
                                            };
                                            _game.MovementComponent.Add(eid, movement);

                                            droidPosition = _game.PositionComponent[GetPlayerID()];
                                            droidPosition.Radius = 55;
                                            explodingDroid = new ExplodingDroid()
                                            {
                                                EntityID = eid,
                                                position = droidPosition,
                                                hasEnemy = false,
                                            };
                                            _game.ExplodingDroidComponent.Add(eid, explodingDroid);

                                            sprite = new Sprite()
                                            {
                                                EntityID = eid,
                                                SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                                SpriteBounds = new Rectangle(51, 45, 71, 82),
                                            };
                                            _game.SpriteComponent.Add(eid, sprite);

                                            collideable = new Collideable()
                                            {
                                                EntityID = eid,
                                                RoomID = droidPosition.RoomID,
                                                Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius),
                                            };
                                            _game.CollisionComponent.Add(eid, collideable);

                                            _game.PositionComponent.Add(eid, explodingDroid.position);
                                            break;

                                        case 7:
                                            eid = Entity.NextEntity();
                                            effectDuration = 6;
                                            droidSpeed = 140;

                                            timedEffect = new TimedEffect()
                                            {
                                                EntityID = eid,
                                                TotalDuration = effectDuration,
                                                TimeLeft = effectDuration
                                            };
                                            _game.TimedEffectComponent.Add(eid, timedEffect);

                                            movement = new Movement()
                                            {
                                                EntityID = eid,
                                                Speed = droidSpeed,
                                            };
                                            _game.MovementComponent.Add(eid, movement);

                                            droidPosition = _game.PositionComponent[GetPlayerID()];
                                            droidPosition.Radius = 60;
                                            explodingDroid = new ExplodingDroid()
                                            {
                                                EntityID = eid,
                                                position = droidPosition,
                                                hasEnemy = false,
                                            };
                                            _game.ExplodingDroidComponent.Add(eid, explodingDroid);

                                            sprite = new Sprite()
                                            {
                                                EntityID = eid,
                                                SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                                SpriteBounds = new Rectangle(51, 45, 71, 82),
                                            };
                                            _game.SpriteComponent.Add(eid, sprite);

                                            collideable = new Collideable()
                                            {
                                                EntityID = eid,
                                                RoomID = droidPosition.RoomID,
                                                Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius),
                                            };
                                            _game.CollisionComponent.Add(eid, collideable);

                                            _game.PositionComponent.Add(eid, explodingDroid.position);
                                            break;

                                        case 8:
                                            eid = Entity.NextEntity();
                                            effectDuration = 6;
                                            droidSpeed = 145;

                                            timedEffect = new TimedEffect()
                                            {
                                                EntityID = eid,
                                                TotalDuration = effectDuration,
                                                TimeLeft = effectDuration
                                            };
                                            _game.TimedEffectComponent.Add(eid, timedEffect);

                                            movement = new Movement()
                                            {
                                                EntityID = eid,
                                                Speed = droidSpeed,
                                            };
                                            _game.MovementComponent.Add(eid, movement);

                                            droidPosition = _game.PositionComponent[GetPlayerID()];
                                            droidPosition.Radius = 65;
                                            explodingDroid = new ExplodingDroid()
                                            {
                                                EntityID = eid,
                                                position = droidPosition,
                                                hasEnemy = false,
                                            };
                                            _game.ExplodingDroidComponent.Add(eid, explodingDroid);

                                            sprite = new Sprite()
                                            {
                                                EntityID = eid,
                                                SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                                SpriteBounds = new Rectangle(51, 45, 71, 82),
                                            };
                                            _game.SpriteComponent.Add(eid, sprite);

                                            collideable = new Collideable()
                                            {
                                                EntityID = eid,
                                                RoomID = droidPosition.RoomID,
                                                Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius),
                                            };
                                            _game.CollisionComponent.Add(eid, collideable);

                                            _game.PositionComponent.Add(eid, explodingDroid.position);
                                            break;

                                        case 9:
                                            eid = Entity.NextEntity();
                                            effectDuration = 6;
                                            droidSpeed = 150;

                                            timedEffect = new TimedEffect()
                                            {
                                                EntityID = eid,
                                                TotalDuration = effectDuration,
                                                TimeLeft = effectDuration
                                            };
                                            _game.TimedEffectComponent.Add(eid, timedEffect);

                                            movement = new Movement()
                                            {
                                                EntityID = eid,
                                                Speed = droidSpeed,
                                            };
                                            _game.MovementComponent.Add(eid, movement);

                                            droidPosition = _game.PositionComponent[GetPlayerID()];
                                            droidPosition.Radius = 70;
                                            explodingDroid = new ExplodingDroid()
                                            {
                                                EntityID = eid,
                                                position = droidPosition,
                                                hasEnemy = false,
                                            };
                                            _game.ExplodingDroidComponent.Add(eid, explodingDroid);

                                            sprite = new Sprite()
                                            {
                                                EntityID = eid,
                                                SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                                SpriteBounds = new Rectangle(51, 45, 71, 82),
                                            };
                                            _game.SpriteComponent.Add(eid, sprite);

                                            collideable = new Collideable()
                                            {
                                                EntityID = eid,
                                                RoomID = droidPosition.RoomID,
                                                Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius),
                                            };
                                            _game.CollisionComponent.Add(eid, collideable);

                                            _game.PositionComponent.Add(eid, explodingDroid.position);
                                            break;

                                        case 10:
                                            eid = Entity.NextEntity();
                                            effectDuration = 6;
                                            droidSpeed = 155;

                                            timedEffect = new TimedEffect()
                                            {
                                                EntityID = eid,
                                                TotalDuration = effectDuration,
                                                TimeLeft = effectDuration
                                            };
                                            _game.TimedEffectComponent.Add(eid, timedEffect);

                                            movement = new Movement()
                                            {
                                                EntityID = eid,
                                                Speed = droidSpeed,
                                            };
                                            _game.MovementComponent.Add(eid, movement);

                                            droidPosition = _game.PositionComponent[GetPlayerID()];
                                            droidPosition.Radius = 75;
                                            explodingDroid = new ExplodingDroid()
                                            {
                                                EntityID = eid,
                                                position = droidPosition,
                                                hasEnemy = false,
                                            };
                                            _game.ExplodingDroidComponent.Add(eid, explodingDroid);

                                            sprite = new Sprite()
                                            {
                                                EntityID = eid,
                                                SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"),
                                                SpriteBounds = new Rectangle(51, 45, 71, 82),
                                            };
                                            _game.SpriteComponent.Add(eid, sprite);

                                            collideable = new Collideable()
                                            {
                                                EntityID = eid,
                                                RoomID = droidPosition.RoomID,
                                                Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius),
                                            };
                                            _game.CollisionComponent.Add(eid, collideable);

                                            _game.PositionComponent.Add(eid, explodingDroid.position);
                                            break;

                                        default:
                                            break;
                                        #endregion
                                    }
                                }
                            }
                            break;

                        #endregion

                        #region Healing Station

                        case SkillType.HealingStation:
                            {

                                #region Skill Variables

                                HealingStation healingStation;
                                Sprite sprite;
                                Position stationPosition;

                                Collideable collideable;

                                #endregion

                                switch (rank)
                                {
                                    #region Checking Rank
                                    case 1:
                                        eid = Entity.NextEntity();

                                        stationPosition = _game.PositionComponent[GetPlayerID()];

                                        healingStation = new HealingStation()
                                        {
                                            EntityID = eid,
                                            position = stationPosition,
                                            healthAvailable = 10,

                                        };
                                        _game.HealingStationComponent.Add(eid, healingStation);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = stationPosition.RoomID,
                                            Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"),
                                            SpriteBounds = new Rectangle(0, 0, 37, 28),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, stationPosition);

                                        break;

                                    case 2:
                                        eid = Entity.NextEntity();

                                        stationPosition = _game.PositionComponent[GetPlayerID()];

                                        healingStation = new HealingStation()
                                        {
                                            EntityID = eid,
                                            position = stationPosition,
                                            healthAvailable = 15,

                                        };
                                        _game.HealingStationComponent.Add(eid, healingStation);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = stationPosition.RoomID,
                                            Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"),
                                            SpriteBounds = new Rectangle(0, 0, 37, 28),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, stationPosition);

                                        break;

                                    case 3:
                                        eid = Entity.NextEntity();

                                        stationPosition = _game.PositionComponent[GetPlayerID()];

                                        healingStation = new HealingStation()
                                        {
                                            EntityID = eid,
                                            position = stationPosition,
                                            healthAvailable = 20,

                                        };
                                        _game.HealingStationComponent.Add(eid, healingStation);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = stationPosition.RoomID,
                                            Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"),
                                            SpriteBounds = new Rectangle(0, 0, 37, 28),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, stationPosition);

                                        break;

                                    case 4:
                                        eid = Entity.NextEntity();

                                        stationPosition = _game.PositionComponent[GetPlayerID()];

                                        healingStation = new HealingStation()
                                        {
                                            EntityID = eid,
                                            position = stationPosition,
                                            healthAvailable = 25,

                                        };
                                        _game.HealingStationComponent.Add(eid, healingStation);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = stationPosition.RoomID,
                                            Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"),
                                            SpriteBounds = new Rectangle(0, 0, 37, 28),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, stationPosition);

                                        break;

                                    case 5:
                                        eid = Entity.NextEntity();

                                        stationPosition = _game.PositionComponent[GetPlayerID()];

                                        healingStation = new HealingStation()
                                        {
                                            EntityID = eid,
                                            position = stationPosition,
                                            healthAvailable = 30,

                                        };
                                        _game.HealingStationComponent.Add(eid, healingStation);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = stationPosition.RoomID,
                                            Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"),
                                            SpriteBounds = new Rectangle(0, 0, 37, 28),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, stationPosition);

                                        break;

                                    case 6:
                                        eid = Entity.NextEntity();

                                        stationPosition = _game.PositionComponent[GetPlayerID()];

                                        healingStation = new HealingStation()
                                        {
                                            EntityID = eid,
                                            position = stationPosition,
                                            healthAvailable = 35,

                                        };
                                        _game.HealingStationComponent.Add(eid, healingStation);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = stationPosition.RoomID,
                                            Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"),
                                            SpriteBounds = new Rectangle(0, 0, 37, 28),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, stationPosition);

                                        break;

                                    case 7:
                                        eid = Entity.NextEntity();

                                        stationPosition = _game.PositionComponent[GetPlayerID()];

                                        healingStation = new HealingStation()
                                        {
                                            EntityID = eid,
                                            position = stationPosition,
                                            healthAvailable = 40,

                                        };
                                        _game.HealingStationComponent.Add(eid, healingStation);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = stationPosition.RoomID,
                                            Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"),
                                            SpriteBounds = new Rectangle(0, 0, 37, 28),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, stationPosition);

                                        break;

                                    case 8:
                                        eid = Entity.NextEntity();

                                        stationPosition = _game.PositionComponent[GetPlayerID()];

                                        healingStation = new HealingStation()
                                        {
                                            EntityID = eid,
                                            position = stationPosition,
                                            healthAvailable = 45,

                                        };
                                        _game.HealingStationComponent.Add(eid, healingStation);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = stationPosition.RoomID,
                                            Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"),
                                            SpriteBounds = new Rectangle(0, 0, 37, 28),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, stationPosition);

                                        break;

                                    case 9:
                                        eid = Entity.NextEntity();

                                        stationPosition = _game.PositionComponent[GetPlayerID()];

                                        healingStation = new HealingStation()
                                        {
                                            EntityID = eid,
                                            position = stationPosition,
                                            healthAvailable = 50,

                                        };
                                        _game.HealingStationComponent.Add(eid, healingStation);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = stationPosition.RoomID,
                                            Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"),
                                            SpriteBounds = new Rectangle(0, 0, 37, 28),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, stationPosition);

                                        break;

                                    case 10:
                                        eid = Entity.NextEntity();

                                        stationPosition = _game.PositionComponent[GetPlayerID()];

                                        healingStation = new HealingStation()
                                        {
                                            EntityID = eid,
                                            position = stationPosition,
                                            healthAvailable = 60,

                                        };
                                        _game.HealingStationComponent.Add(eid, healingStation);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = stationPosition.RoomID,
                                            Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"),
                                            SpriteBounds = new Rectangle(0, 0, 37, 28),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        _game.PositionComponent.Add(eid, stationPosition);

                                        break;

                                    default:
                                        break;
                                    #endregion
                                }
                            }
                            break;

                        #endregion

                        #region Portable Shop

                        case SkillType.PortableShop:
                            {

                                #region Skill Variables
                                TimedEffect timedEffect;
                                float effectDuration;
                                #endregion

                                switch (rank)
                                {
                                    #region Checking Rank
                                    case 1:
                                        eid = Entity.NextEntity();
                                        effectDuration = 5;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 1);
                                        break;

                                    case 2:
                                        eid = Entity.NextEntity();
                                        effectDuration = 5;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 2);
                                        break;

                                    case 3:
                                        eid = Entity.NextEntity();
                                        effectDuration = 7;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 2);
                                        break;

                                    case 4:
                                        eid = Entity.NextEntity();
                                        effectDuration = 9;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 2);
                                        break;

                                    case 5:
                                        eid = Entity.NextEntity();
                                        effectDuration = 9;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 2);
                                        break;

                                    case 6:
                                        eid = Entity.NextEntity();
                                        effectDuration = 11;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 2);
                                        break;

                                    case 7:
                                        eid = Entity.NextEntity();
                                        effectDuration = 13;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 2);
                                        break;

                                    case 8:
                                        eid = Entity.NextEntity();
                                        effectDuration = 15;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 2);
                                        break;

                                    case 9:
                                        eid = Entity.NextEntity();
                                        effectDuration = 17;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 2);
                                        break;

                                    case 10:
                                        eid = Entity.NextEntity();
                                        effectDuration = 20;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 2);
                                        break;

                                    default:
                                        break;
                                    #endregion
                                }
                            }
                            break;

                        #endregion

                        #region Portable Shield

                        case SkillType.PortableShield:
                            {

                                #region Skill Variables

                                TimedEffect timedEffect;
                                float effectDuration;

                                PortableShield portableShield;
                                Position shieldPosition;

                                Sprite sprite;
                                Collideable collideable;

                                #endregion

                                switch (rank)
                                {
                                    #region Checking Rank
                                    case 1:
                                        eid = Entity.NextEntity();
                                        effectDuration = 5;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        shieldPosition = _game.PositionComponent[GetPlayerID()];
                                        shieldPosition.Radius = 100;

                                        portableShield = new PortableShield()
                                        {
                                            EntityID = eid,
                                            position = shieldPosition,
                                        };
                                        _game.PortableShieldComponent.Add(eid, portableShield);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"),
                                            SpriteBounds = new Rectangle(18, 34, 229, 136),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = shieldPosition.RoomID,
                                            Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        _game.PositionComponent.Add(eid, shieldPosition); break;

                                    case 2:
                                        eid = Entity.NextEntity();
                                        effectDuration = 6;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        shieldPosition = _game.PositionComponent[GetPlayerID()];
                                        shieldPosition.Radius = 100;

                                        portableShield = new PortableShield()
                                        {
                                            EntityID = eid,
                                            position = shieldPosition,
                                        };
                                        _game.PortableShieldComponent.Add(eid, portableShield);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"),
                                            SpriteBounds = new Rectangle(18, 34, 229, 136),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = shieldPosition.RoomID,
                                            Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        _game.PositionComponent.Add(eid, shieldPosition);
                                        break;

                                    case 3:
                                        eid = Entity.NextEntity();
                                        effectDuration = 7;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        shieldPosition = _game.PositionComponent[GetPlayerID()];
                                        shieldPosition.Radius = 100;

                                        portableShield = new PortableShield()
                                        {
                                            EntityID = eid,
                                            position = shieldPosition,
                                        };
                                        _game.PortableShieldComponent.Add(eid, portableShield);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"),
                                            SpriteBounds = new Rectangle(18, 34, 229, 136),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = shieldPosition.RoomID,
                                            Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        _game.PositionComponent.Add(eid, shieldPosition);
                                        break;

                                    case 4:
                                        eid = Entity.NextEntity();
                                        effectDuration = 8;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        shieldPosition = _game.PositionComponent[GetPlayerID()];
                                        shieldPosition.Radius = 100;

                                        portableShield = new PortableShield()
                                        {
                                            EntityID = eid,
                                            position = shieldPosition,
                                        };
                                        _game.PortableShieldComponent.Add(eid, portableShield);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"),
                                            SpriteBounds = new Rectangle(18, 34, 229, 136),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = shieldPosition.RoomID,
                                            Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        _game.PositionComponent.Add(eid, shieldPosition);
                                        break;

                                    case 5:
                                        eid = Entity.NextEntity();
                                        effectDuration = 9;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        shieldPosition = _game.PositionComponent[GetPlayerID()];
                                        shieldPosition.Radius = 100;

                                        portableShield = new PortableShield()
                                        {
                                            EntityID = eid,
                                            position = shieldPosition,
                                        };
                                        _game.PortableShieldComponent.Add(eid, portableShield);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"),
                                            SpriteBounds = new Rectangle(18, 34, 229, 136),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = shieldPosition.RoomID,
                                            Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        _game.PositionComponent.Add(eid, shieldPosition);
                                        break;

                                    case 6:
                                        eid = Entity.NextEntity();
                                        effectDuration = 10;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        shieldPosition = _game.PositionComponent[GetPlayerID()];
                                        shieldPosition.Radius = 100;

                                        portableShield = new PortableShield()
                                        {
                                            EntityID = eid,
                                            position = shieldPosition,
                                        };
                                        _game.PortableShieldComponent.Add(eid, portableShield);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"),
                                            SpriteBounds = new Rectangle(18, 34, 229, 136),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = shieldPosition.RoomID,
                                            Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        _game.PositionComponent.Add(eid, shieldPosition);
                                        break;

                                    case 7:
                                        eid = Entity.NextEntity();
                                        effectDuration = 11;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        shieldPosition = _game.PositionComponent[GetPlayerID()];
                                        shieldPosition.Radius = 100;

                                        portableShield = new PortableShield()
                                        {
                                            EntityID = eid,
                                            position = shieldPosition,
                                        };
                                        _game.PortableShieldComponent.Add(eid, portableShield);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"),
                                            SpriteBounds = new Rectangle(18, 34, 229, 136),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = shieldPosition.RoomID,
                                            Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        _game.PositionComponent.Add(eid, shieldPosition);
                                        break;

                                    case 8:
                                        eid = Entity.NextEntity();
                                        effectDuration = 12;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        shieldPosition = _game.PositionComponent[GetPlayerID()];
                                        shieldPosition.Radius = 100;

                                        portableShield = new PortableShield()
                                        {
                                            EntityID = eid,
                                            position = shieldPosition,
                                        };
                                        _game.PortableShieldComponent.Add(eid, portableShield);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"),
                                            SpriteBounds = new Rectangle(18, 34, 229, 136),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = shieldPosition.RoomID,
                                            Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        _game.PositionComponent.Add(eid, shieldPosition);
                                        break;

                                    case 9:
                                        eid = Entity.NextEntity();
                                        effectDuration = 13;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        shieldPosition = _game.PositionComponent[GetPlayerID()];
                                        shieldPosition.Radius = 100;

                                        portableShield = new PortableShield()
                                        {
                                            EntityID = eid,
                                            position = shieldPosition,
                                        };
                                        _game.PortableShieldComponent.Add(eid, portableShield);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"),
                                            SpriteBounds = new Rectangle(18, 34, 229, 136),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = shieldPosition.RoomID,
                                            Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        _game.PositionComponent.Add(eid, shieldPosition);
                                        break;

                                    case 10:
                                        eid = Entity.NextEntity();
                                        effectDuration = 14;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        shieldPosition = _game.PositionComponent[GetPlayerID()];
                                        shieldPosition.Radius = 100;

                                        portableShield = new PortableShield()
                                        {
                                            EntityID = eid,
                                            position = shieldPosition,
                                        };
                                        _game.PortableShieldComponent.Add(eid, portableShield);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"),
                                            SpriteBounds = new Rectangle(18, 34, 229, 136),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        collideable = new Collideable()
                                        {
                                            EntityID = eid,
                                            RoomID = shieldPosition.RoomID,
                                            Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius),
                                        };
                                        _game.CollisionComponent.Add(eid, collideable);

                                        _game.PositionComponent.Add(eid, shieldPosition);
                                        break;

                                    default:
                                        break;
                                    #endregion
                                }
                            }
                            break;

                        #endregion

                        #region Motivate

                        case SkillType.Motivate:
                            {

                                #region Skill Variables

                                TimedEffect timedEffect;
                                float effectDuration;

                                Buff buffEffect;

                                Sprite sprite;
                                Position motivatePosition;

                                #endregion

                                switch (rank)
                                {
                                    #region Checking Rank

                                    #region Rank 1

                                    case 1:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        motivatePosition = _game.PositionComponent[GetPlayerID()];
                                        motivatePosition.Center.X += 40;
                                        motivatePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, motivatePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                Health = 5,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }

                                        break;

                                    #endregion

                                    #region Rank 2

                                    case 2:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        motivatePosition = _game.PositionComponent[GetPlayerID()];
                                        motivatePosition.Center.X += 40;
                                        motivatePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, motivatePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                Health = 10,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    #endregion

                                    #region Rank 3

                                    case 3:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        motivatePosition = _game.PositionComponent[GetPlayerID()];
                                        motivatePosition.Center.X += 40;
                                        motivatePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, motivatePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                Health = 15,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    #endregion

                                    #region Rank 4

                                    case 4:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        motivatePosition = _game.PositionComponent[GetPlayerID()];
                                        motivatePosition.Center.X += 40;
                                        motivatePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, motivatePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                Health = 20,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    #endregion

                                    #region Rank 5

                                    case 5:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        motivatePosition = _game.PositionComponent[GetPlayerID()];
                                        motivatePosition.Center.X += 40;
                                        motivatePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, motivatePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                Health = 25,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    #endregion

                                    #region Rank 6

                                    case 6:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        motivatePosition = _game.PositionComponent[GetPlayerID()];
                                        motivatePosition.Center.X += 40;
                                        motivatePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, motivatePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                Health = 30,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    #endregion

                                    #region Rank 7

                                    case 7:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        motivatePosition = _game.PositionComponent[GetPlayerID()];
                                        motivatePosition.Center.X += 40;
                                        motivatePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, motivatePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                Health = 35,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    #endregion

                                    #region Rank 8

                                    case 8:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        motivatePosition = _game.PositionComponent[GetPlayerID()];
                                        motivatePosition.Center.X += 40;
                                        motivatePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, motivatePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                Health = 40,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    #endregion

                                    #region Rank 9

                                    case 9:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        motivatePosition = _game.PositionComponent[GetPlayerID()];
                                        motivatePosition.Center.X += 40;
                                        motivatePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, motivatePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                Health = 45,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    #endregion

                                    #region Rank 10

                                    case 10:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        motivatePosition = _game.PositionComponent[GetPlayerID()];
                                        motivatePosition.Center.X += 40;
                                        motivatePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, motivatePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                Health = 50,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    #endregion

                                    default:
                                        break;
                                    #endregion
                                }
                            }
                            break;

                        #endregion

                        #region Fall Back

                        case SkillType.FallBack:
                            {
                                #region Skill Variables

                                TimedEffect timedEffect;
                                float effectDuration;

                                Buff buffEffect;

                                Sprite sprite;
                                Position fallBackPosition;

                                #endregion

                                switch (rank)
                                {
                                    #region Checking Rank
                                    case 1:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        fallBackPosition = _game.PositionComponent[GetPlayerID()];
                                        fallBackPosition.Center.X += 40;
                                        fallBackPosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, fallBackPosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = 1,
                                                AttackMelee = -1,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }

                                        break;

                                    case 2:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        fallBackPosition = _game.PositionComponent[GetPlayerID()];
                                        fallBackPosition.Center.X += 40;
                                        fallBackPosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, fallBackPosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = 2,
                                                AttackMelee = -1,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }

                                        break;

                                    case 3:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        fallBackPosition = _game.PositionComponent[GetPlayerID()];
                                        fallBackPosition.Center.X += 40;
                                        fallBackPosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, fallBackPosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = 3,
                                                AttackMelee = -2,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    case 4:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        fallBackPosition = _game.PositionComponent[GetPlayerID()];
                                        fallBackPosition.Center.X += 40;
                                        fallBackPosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, fallBackPosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = 4,
                                                AttackMelee = -2,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    case 5:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        fallBackPosition = _game.PositionComponent[GetPlayerID()];
                                        fallBackPosition.Center.X += 40;
                                        fallBackPosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, fallBackPosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = 5,
                                                AttackMelee = -3,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    case 6:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        fallBackPosition = _game.PositionComponent[GetPlayerID()];
                                        fallBackPosition.Center.X += 40;
                                        fallBackPosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, fallBackPosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = 6,
                                                AttackMelee = -3,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    case 7:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        fallBackPosition = _game.PositionComponent[GetPlayerID()];
                                        fallBackPosition.Center.X += 40;
                                        fallBackPosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, fallBackPosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = 7,
                                                AttackMelee = -4,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    case 8:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        fallBackPosition = _game.PositionComponent[GetPlayerID()];
                                        fallBackPosition.Center.X += 40;
                                        fallBackPosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, fallBackPosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = 8,
                                                AttackMelee = -4,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    case 9:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        fallBackPosition = _game.PositionComponent[GetPlayerID()];
                                        fallBackPosition.Center.X += 40;
                                        fallBackPosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, fallBackPosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = 9,
                                                AttackMelee = -5,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    case 10:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        fallBackPosition = _game.PositionComponent[GetPlayerID()];
                                        fallBackPosition.Center.X += 40;
                                        fallBackPosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, fallBackPosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = 10,
                                                AttackMelee = -5,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    default:
                                        break;
                                    #endregion
                                }
                            }
                            break;

                        #endregion

                        #region Charge

                        case SkillType.Charge:
                            {

                                #region Skill Variables
                                TimedEffect timedEffect;
                                float effectDuration;

                                Buff buffEffect;

                                Sprite sprite;
                                Position chargePosition;

                                #endregion

                                switch (rank)
                                {
                                    #region Checking Rank
                                    case 1:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        chargePosition = _game.PositionComponent[GetPlayerID()];
                                        chargePosition.Center.X += 40;
                                        chargePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, chargePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = -1,
                                                AttackMelee = 1,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }

                                        break;

                                    case 2:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        chargePosition = _game.PositionComponent[GetPlayerID()];
                                        chargePosition.Center.X += 40;
                                        chargePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, chargePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = -1,
                                                AttackMelee = 2,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }

                                        break;

                                    case 3:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        chargePosition = _game.PositionComponent[GetPlayerID()];
                                        chargePosition.Center.X += 40;
                                        chargePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, chargePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = -2,
                                                AttackMelee = 3,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    case 4:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        chargePosition = _game.PositionComponent[GetPlayerID()];
                                        chargePosition.Center.X += 40;
                                        chargePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, chargePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = -2,
                                                AttackMelee = 4,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    case 5:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        chargePosition = _game.PositionComponent[GetPlayerID()];
                                        chargePosition.Center.X += 40;
                                        chargePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, chargePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = -3,
                                                AttackMelee = 5,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    case 6:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        chargePosition = _game.PositionComponent[GetPlayerID()];
                                        chargePosition.Center.X += 40;
                                        chargePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, chargePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = -3,
                                                AttackMelee = 6,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    case 7:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        chargePosition = _game.PositionComponent[GetPlayerID()];
                                        chargePosition.Center.X += 40;
                                        chargePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, chargePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = -4,
                                                AttackMelee = 7,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    case 8:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        chargePosition = _game.PositionComponent[GetPlayerID()];
                                        chargePosition.Center.X += 40;
                                        chargePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, chargePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = -4,
                                                AttackMelee = 8,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    case 9:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        chargePosition = _game.PositionComponent[GetPlayerID()];
                                        chargePosition.Center.X += 40;
                                        chargePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, chargePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = -5,
                                                AttackMelee = 9,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    case 10:
                                        eid = Entity.NextEntity();
                                        effectDuration = 0.5f;

                                        timedEffect = new TimedEffect()
                                        {
                                            EntityID = eid,
                                            TotalDuration = effectDuration,
                                            TimeLeft = effectDuration
                                        };
                                        _game.TimedEffectComponent.Add(eid, timedEffect);

                                        sprite = new Sprite()
                                        {
                                            EntityID = eid,
                                            SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"),
                                            SpriteBounds = new Rectangle(0, 0, 76, 48),
                                        };
                                        _game.SpriteComponent.Add(eid, sprite);

                                        chargePosition = _game.PositionComponent[GetPlayerID()];
                                        chargePosition.Center.X += 40;
                                        chargePosition.Center.Y -= 30;

                                        _game.PositionComponent.Add(eid, chargePosition);

                                        foreach (Player player in _game.PlayerComponent.All)
                                        {
                                            eid = Entity.NextEntity();

                                            buffEffect = new Buff()
                                            {
                                                EntityID = eid,
                                                TargetID = player.EntityID,
                                                DefenseMelee = -5,
                                                AttackMelee = 10,
                                            };
                                            _game.BuffComponent.Add(eid, buffEffect);
                                        }
                                        break;

                                    default:
                                        break;
                                    #endregion
                                }
                            }
                            break;

                        #endregion

                        default:
                            break;

                        #endregion
                    }
                    break;

                #endregion

                #region Space Pirate
                //This was the part contributed by Austin Murphy
                case Aggregate.SpacePiratePlayer:

                    #region Race Variables

                    #endregion

                    switch (skillType)
                    {
                        #region Checking Skill Type

                        #region AgilityBerserker
                        case SkillType.AgilityBerserker:

                            #region Skill Variables
                            TimedEffect te1, te2;
                            int speedIncrease = 1000;
                            int attackDecrease = -50;
                            float duration, cd;
                            uint targetID;
                            Buff buffeffect;
                            int afterS = -500;
                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    duration = 10;
                                    cd = 55;
                                    targetID = GetPlayerID();
                                    te1 = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = duration,
                                        TimeLeft = duration
                                    };

                                    _game.TimedEffectComponent.Add(eid, te1);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease,
                                        AttackMelee = attackDecrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    duration = 15;
                                    cd = 50;
                                    targetID = GetPlayerID();
                                    te1 = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = duration,
                                        TimeLeft = duration
                                    };

                                    _game.TimedEffectComponent.Add(eid, te1);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    duration = 20;
                                    cd = 45;
                                    targetID = GetPlayerID();
                                    te1 = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = duration,
                                        TimeLeft = duration
                                    };

                                    _game.TimedEffectComponent.Add(eid, te1);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    duration = 25;
                                    cd = 40;
                                    targetID = GetPlayerID();
                                    te1 = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = duration,
                                        TimeLeft = duration
                                    };

                                    _game.TimedEffectComponent.Add(eid, te1);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    duration = 30;
                                    cd = 35;
                                    targetID = GetPlayerID();
                                    te1 = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = duration,
                                        TimeLeft = duration
                                    };

                                    _game.TimedEffectComponent.Add(eid, te1);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    duration = 35;
                                    cd = 30;
                                    targetID = GetPlayerID();
                                    te1 = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = duration,
                                        TimeLeft = duration
                                    };

                                    _game.TimedEffectComponent.Add(eid, te1);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    duration = 40;
                                    cd = 25;
                                    targetID = GetPlayerID();
                                    te1 = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = duration,
                                        TimeLeft = duration
                                    };

                                    _game.TimedEffectComponent.Add(eid, te1);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    duration = 45;
                                    cd = 20;
                                    targetID = GetPlayerID();
                                    te1 = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = duration,
                                        TimeLeft = duration
                                    };

                                    _game.TimedEffectComponent.Add(eid, te1);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    duration = 50;
                                    cd = 15;
                                    targetID = GetPlayerID();
                                    te1 = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = duration,
                                        TimeLeft = duration
                                    };

                                    _game.TimedEffectComponent.Add(eid, te1);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    duration = 55;
                                    cd = 5;
                                    targetID = GetPlayerID();
                                    te1 = new TimedEffect()
                                    {
                                        EntityID = eid,
                                        TotalDuration = duration,
                                        TimeLeft = duration
                                    };

                                    _game.TimedEffectComponent.Add(eid, te1);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        MovementSpeed = speedIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;
                        #endregion

                        #region DualWielding
                        case SkillType.DualWielding:

                            #region Skill Variables
                            int offhand;
                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    offhand = -80;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = offhand,
                                        AttackMelee = offhand
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    offhand = -74;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = offhand,
                                        AttackMelee = offhand
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    offhand = -68;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = offhand,
                                        AttackMelee = offhand
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    offhand = -62;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = offhand,
                                        AttackMelee = offhand
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    offhand = -56;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = offhand,
                                        AttackMelee = offhand
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    offhand = -50;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = offhand,
                                        AttackMelee = offhand
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    offhand = -44;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = offhand,
                                        AttackMelee = offhand
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    offhand = -38;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = offhand,
                                        AttackMelee = offhand
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    offhand = -32;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = offhand,
                                        AttackMelee = offhand
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    offhand = -20;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = offhand,
                                        AttackMelee = offhand
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;
                        #endregion

                        #region HeavyDrinker
                        case SkillType.HeavyDrinker:

                            #region Skill Variables
                            int resistance;
                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    resistance = 5;
                                    targetID = GetPlayerID();

                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        ResistPoison = resistance
                                    };
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    resistance = 10;
                                    targetID = GetPlayerID();

                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        ResistPoison = resistance
                                    };
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    resistance = 20;
                                    targetID = GetPlayerID();

                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        ResistPoison = resistance
                                    };
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    resistance = 30;
                                    targetID = GetPlayerID();

                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        ResistPoison = resistance
                                    };
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    resistance = 40;
                                    targetID = GetPlayerID();

                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        ResistPoison = resistance
                                    };
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    resistance = 50;
                                    targetID = GetPlayerID();

                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        ResistPoison = resistance
                                    };
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    resistance = 60;
                                    targetID = GetPlayerID();

                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        ResistPoison = resistance
                                    };
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    resistance = 70;
                                    targetID = GetPlayerID();

                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        ResistPoison = resistance
                                    };
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    resistance = 80;
                                    targetID = GetPlayerID();

                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        ResistPoison = resistance
                                    };
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    resistance = 90;
                                    targetID = GetPlayerID();

                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        ResistPoison = resistance
                                    };
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;
                        #endregion

                        #region TrickShot
                        //Trick shot has been modified greatly to fit into our prototype game.
                        case SkillType.TrickShot:

                            #region Skill Variables
                            int TSDamage;
                            DirectDamage dd;
                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    TSDamage = 20;
                                    dd = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = TSDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, dd);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    TSDamage = 40;
                                    dd = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = TSDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, dd);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    TSDamage = 60;
                                    dd = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = TSDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, dd);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    TSDamage = 80;
                                    dd = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = TSDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, dd);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    TSDamage = 100;
                                    dd = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = TSDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, dd);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    TSDamage = 120;
                                    dd = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = TSDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, dd);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    TSDamage = 140;
                                    dd = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = TSDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, dd);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    TSDamage = 160;
                                    dd = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = TSDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, dd);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    TSDamage = 180;
                                    dd = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = TSDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, dd);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    TSDamage = 200;
                                    dd = new DirectDamage()
                                    {
                                        EntityID = eid,
                                        Damage = TSDamage
                                    };
                                    _game.DirectDamageComponent.Add(eid, dd);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;
                        #endregion

                        #region PowerShot
                        case SkillType.PowerShot:

                            #region Skill Variables
                            int PSDamageIncrease;
                            InstantEffect ie;
                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    PSDamageIncrease = 10;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = PSDamageIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);

                                    ie = new InstantEffect()
                                    {
                                        EntityID = eid
                                    };
                                    _game.InstantEffectComponent.Add(eid, ie);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    PSDamageIncrease = 20;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = PSDamageIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);

                                    ie = new InstantEffect()
                                    {
                                        EntityID = eid
                                    };
                                    _game.InstantEffectComponent.Add(eid, ie);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    PSDamageIncrease = 30;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = PSDamageIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);

                                    ie = new InstantEffect()
                                    {
                                        EntityID = eid
                                    };
                                    _game.InstantEffectComponent.Add(eid, ie);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    PSDamageIncrease = 40;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = PSDamageIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);

                                    ie = new InstantEffect()
                                    {
                                        EntityID = eid
                                    };
                                    _game.InstantEffectComponent.Add(eid, ie);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    PSDamageIncrease = 50;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = PSDamageIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);

                                    ie = new InstantEffect()
                                    {
                                        EntityID = eid
                                    };
                                    _game.InstantEffectComponent.Add(eid, ie);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    PSDamageIncrease = 60;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = PSDamageIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);

                                    ie = new InstantEffect()
                                    {
                                        EntityID = eid
                                    };
                                    _game.InstantEffectComponent.Add(eid, ie);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    PSDamageIncrease = 70;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = PSDamageIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);

                                    ie = new InstantEffect()
                                    {
                                        EntityID = eid
                                    };
                                    _game.InstantEffectComponent.Add(eid, ie);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    PSDamageIncrease = 80;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = PSDamageIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);

                                    ie = new InstantEffect()
                                    {
                                        EntityID = eid
                                    };
                                    _game.InstantEffectComponent.Add(eid, ie);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    PSDamageIncrease = 90;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = PSDamageIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);

                                    ie = new InstantEffect()
                                    {
                                        EntityID = eid
                                    };
                                    _game.InstantEffectComponent.Add(eid, ie);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    PSDamageIncrease = 100;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackRanged = PSDamageIncrease
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);

                                    ie = new InstantEffect()
                                    {
                                        EntityID = eid
                                    };
                                    _game.InstantEffectComponent.Add(eid, ie);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;
                        #endregion

                        #region EagleShot
                        //EagleShot has been heavly modified to fit within our game prototype.
                        case SkillType.EagleShot:

                            #region Skill Variables
                            int ESA;
                            InstantEffect eie;
                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    ESA = 10;
                                    eie = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, eie);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponAccuracy = ESA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    ESA = 20;
                                    eie = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, eie);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponAccuracy = ESA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    ESA = 30;
                                    eie = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, eie);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponAccuracy = ESA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    ESA = 40;
                                    eie = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, eie);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponAccuracy = ESA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    ESA = 50;
                                    eie = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, eie);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponAccuracy = ESA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    ESA = 60;
                                    eie = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, eie);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponAccuracy = ESA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    ESA = 70;
                                    eie = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, eie);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponAccuracy = ESA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    ESA = 80;
                                    eie = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, eie);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponAccuracy = ESA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    ESA = 90;
                                    eie = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, eie);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponAccuracy = ESA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    targetID = GetPlayerID();
                                    ESA = 100;
                                    eie = new InstantEffect()
                                    {
                                        EntityID = eid,
                                    };
                                    _game.InstantEffectComponent.Add(eid, eie);
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        WeaponAccuracy = ESA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;
                        #endregion

                        #region Theft
                        case SkillType.Theft:

                            #region Skill Variables
                            ChanceToSucceed cts;
                            int prob;
                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    prob = 5;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    prob = 10;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    prob = 20;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    prob = 30;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    prob = 40;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    prob = 50;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    prob = 60;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    prob = 70;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    prob = 80;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    prob = 90;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;
                        #endregion

                        #region Mug
                        case SkillType.Mug:

                            #region Skill Variables
                            int mugA;
                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    prob = 5;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);

                                    mugA = -75;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackMelee = mugA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    prob = 10;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);

                                    mugA = -75;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackMelee = mugA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    prob = 20;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);

                                    mugA = -75;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackMelee = mugA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    prob = 30;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);

                                    mugA = -75;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackMelee = mugA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    prob = 40;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);

                                    mugA = -75;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackMelee = mugA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    prob = 50;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);

                                    mugA = -75;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackMelee = mugA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    prob = 60;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);

                                    mugA = -75;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackMelee = mugA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    prob = 70;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);

                                    mugA = -75;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackMelee = mugA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    prob = 80;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);

                                    mugA = -75;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackMelee = mugA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    prob = 90;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);

                                    mugA = -75;
                                    targetID = GetPlayerID();
                                    buffeffect = new Buff()
                                    {
                                        EntityID = eid,
                                        TargetID = targetID,
                                        AttackMelee = mugA
                                    };
                                    _game.BuffComponent.Add(eid, buffeffect);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;
                        #endregion

                        #region LockPick
                        case SkillType.LockPicking:

                            #region Skill Variables

                            #endregion

                            switch (rank)
                            {
                                #region Checking Rank
                                case 1:
                                    eid = Entity.NextEntity();
                                    prob = 5;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                case 2:
                                    eid = Entity.NextEntity();
                                    prob = 10;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                case 3:
                                    eid = Entity.NextEntity();
                                    prob = 20;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                case 4:
                                    eid = Entity.NextEntity();
                                    prob = 30;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                case 5:
                                    eid = Entity.NextEntity();
                                    prob = 40;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                case 6:
                                    eid = Entity.NextEntity();
                                    prob = 50;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                case 7:
                                    eid = Entity.NextEntity();
                                    prob = 60;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                case 8:
                                    eid = Entity.NextEntity();
                                    prob = 70;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                case 9:
                                    eid = Entity.NextEntity();
                                    prob = 80;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                case 10:
                                    eid = Entity.NextEntity();
                                    prob = 90;
                                    cts = new ChanceToSucceed()
                                    {
                                        EntityID = eid,
                                        SuccessRateAsPercentage = prob
                                    };
                                    _game.ChanceToSucceedComponent.Add(eid, cts);
                                    break;

                                default:
                                    break;
                                #endregion
                            }
                            break;
                        #endregion

                        default:
                            break;

                        #endregion
                    }
                    break;

                #endregion

                default:
                    break;

                #endregion
            }
        }
        /// <summary>
        /// Creates Entities from aggregates (collections of components)
        /// </summary>
        /// <param name="aggregate">The specific aggreage to create</param>
        /// <param name="playerIndex">The player index for this player</param>
        /// <param name="aggregate">The game save that we are creating</param>
        public uint CreateFromAggregate(Aggregate aggregate, PlayerIndex playerIndex, string fileName, out DungeonCrawlerGame.CharacterSaveFile gameSave)
        {
            gameSave = new DungeonCrawlerGame.CharacterSaveFile();

            uint entityID = 0xFFFFFF;
            Texture2D spriteSheet;
            Position position;
            Movement movement;
            Equipment equipment;
            WeaponType weaponType;

            PlayerSkillInfo skillInfo;
            PsiOrFatigueRegen psiOrFatigueRegen;
            ActiveSkill active_Skill;
            Sprite sprite;
            SpriteAnimation spriteAnimation;

            //MovementSprite movementSprite;
            Collideable collideable;
            Local local;
            Player player;
            PlayerInfo info;
            Stats stats = new Stats();

            HUDAggregateFactory hudagg = new HUDAggregateFactory(game);
            InvAggregateFactory invagg = new InvAggregateFactory(game);

            int defaultHealthPotQty = 1;
            int defaultPsiPotQty = 1;

            //Miscelaneous modifyers for the potential ability modifiers
            //Placeholders for racial/class bonuses and item bonuses.
            int miscMeleeAttack = 0;
            int miscRangedAttack = 0;
            int miscMeleeSpeed = 0;
            int miscAccuracy = 0;
            int miscMeleeDef = 0;
            int miscRangedDef = 0;
            int miscSpell = 0;
            int miscHealth = 0;

            switch (aggregate)
            {
                #region Fairy
                /****************************************
                 * Fairy
                 * *************************************/
                case Aggregate.FairyPlayer:
                    entityID = Entity.NextEntity();
                    spriteSheet = game.Content.Load<Texture2D>("Spritesheets/Aggregate/wind_fae");
                    spriteSheet.Name = "Spritesheets/Aggregate/wind_fae";

                    /*Author: Josh Zavala, Assignment 9
                     *This has been transferred from ContinueNewGameScreen.goToNetworking
                     *Allows default weapons assignment per class
                     */
                    /*Update:Joseph Shaw, Assignment 9
                     *Set the weapon type here and use it in the create weapon so that it
                     *can be saved into the gameSave after the switch statement.
                     *We could abstract this method entirely but leaving it here gives more flexibility.
                     */
                    weaponType = WeaponType.StandardSword;
                    equipment = new Equipment()
                    {
                        EntityID = entityID,
                        WeaponID = game.WeaponFactory.CreateWeapon(weaponType),
                        HealthPotsQty = defaultHealthPotQty,
                        PsiPotsQty = defaultPsiPotQty,
                        PogsQty = 0,
                    };
                    game.EquipmentComponent.Add(equipment.EntityID, equipment);

                    position = new Position()
                    {
                        EntityID = entityID,
                        Center = new Vector2(400, 150),
                        Radius = 32f,
                    };
                    game.PositionComponent[entityID] = position;

                    collideable = new Collideable()
                    {
                        EntityID = entityID,
                        RoomID = position.RoomID,
                        Bounds = new CircleBounds(position.Center, position.Radius)
                    };
                    game.CollisionComponent[entityID] = collideable;

                    movement = new Movement()
                    {
                        EntityID = entityID,
                        Direction = new Vector2(0, 1),
                        Speed = 200f,
                    };
                    game.MovementComponent[entityID] = movement;

                    spriteAnimation = new SpriteAnimation()
                    {
                        EntityID = entityID,
                        FramesPerSecond = 10,
                        IsLooping = true,
                        IsPlaying = true,
                        TimePassed = 0f,
                        CurrentFrame = 0,
                        CurrentAnimationRow = 0

                    };

                    game.SpriteAnimationComponent[entityID] = spriteAnimation;

                    sprite = new Sprite()
                    {
                        EntityID = entityID,
                        SpriteBounds = new Rectangle(0, 0, 64, 64),
                        SpriteSheet = spriteSheet
                    };
                    game.SpriteComponent[entityID] = sprite;

                    local = new Local()
                    {
                        EntityID = entityID,
                    };
                    game.LocalComponent[entityID] = local;

                    //This will add a stats section for the player in the stats component
                    stats = new Stats()
                    {
                        EntityID = entityID,

                        //So here we just define our base values. Total sum is 50
                        //The base stats are 10 across the board
                        Strength = 4,
                        Stamina = 10,
                        Agility = 10,
                        Intelligence = 16,
                        Defense = 10,
                        HealthBase = 100,
                        PsiBase = 100,
                    };
                    game.StatsComponent[entityID] = stats;

                    player = new Player()
                    {
                        EntityID = entityID,
                        PlayerIndex = playerIndex,
                        PlayerRace = aggregate,
                        abilityModifiers = new AbilityModifiers()
                        {
                            meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2),
                            rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2),
                            meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2),
                            RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2),
                            MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2),
                            Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2),
                            SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2),
                            HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2),
                        }
                    };
                    game.PlayerComponent[entityID] = player;

                    info = new PlayerInfo()
                    {
                        Health = 100,
                        MaxHealth = 100,
                        PsiOrFatigue = 100,
                        MaxPsiOrFatigue = 100,
                        Level = 1,
                        Experience = 0,
                        State = PlayerState.Default,
                    };
                    game.PlayerInfoComponent[entityID] = info;

                     psiOrFatigueRegen = new PsiOrFatigueRegen()
                    {
                        EntityID = entityID,
                        TargetID = entityID,
                        AmountPerTick = 2,
                        TickTime = 1,
                        CurrentTime = 1,
                    };
                    game.PsiOrFatigueRegenComponent[entityID] = psiOrFatigueRegen;

                    break;
                #endregion

                #region Cultist
                /****************************************
                * Cultist
                * *************************************/
                case Aggregate.CultistPlayer:
                    entityID = Entity.NextEntity();
                    spriteSheet = game.Content.Load<Texture2D>("Spritesheets/Aggregate/Cultist");
                    spriteSheet.Name = "Spritesheets/Aggregate/Cultist";

                    /*Author: Josh Zavala, Assignment 9
                     *This has been transferred from ContinueNewGameScreen.goToNetworking
                     *Allows default weapons assignment per class
                     */
                    /*Update:Joseph Shaw, Assignment 9
                     *Set the weapon type here and use it in the create weapon so that it
                     *can be saved into the gameSave after the switch statement.
                     *We could abstract this method entirely but leaving it here gives more flexibility.
                     */
                    weaponType = WeaponType.StandardSword;
                    equipment = new Equipment()
                    {
                        EntityID = entityID,
                        WeaponID = game.WeaponFactory.CreateWeapon(weaponType),
                        HealthPotsQty = defaultHealthPotQty,
                        PsiPotsQty = defaultPsiPotQty,
                        PogsQty = 0,
                    };
                    game.EquipmentComponent.Add(equipment.EntityID, equipment);

                    position = new Position()
                    {
                        EntityID = entityID,
                        Center = new Vector2(400, 150),
                        Radius = 32f,
                    };
                    game.PositionComponent[entityID] = position;

                    collideable = new Collideable()
                    {
                        EntityID = entityID,
                        RoomID = position.RoomID,
                        Bounds = new CircleBounds(position.Center, position.Radius)
                    };
                    game.CollisionComponent[entityID] = collideable;

                    movement = new Movement()
                    {
                        EntityID = entityID,
                        Direction = new Vector2(0, 1),
                        Speed = 200f,
                    };
                    game.MovementComponent[entityID] = movement;

                    spriteAnimation = new SpriteAnimation()
                    {
                        EntityID = entityID,
                        FramesPerSecond = 10,
                        IsLooping = true,
                        IsPlaying = true,
                        TimePassed = 0f,
                        CurrentFrame = 0,
                        CurrentAnimationRow = 0

                    };

                    game.SpriteAnimationComponent[entityID] = spriteAnimation;

                    sprite = new Sprite()
                    {
                        EntityID = entityID,
                        SpriteBounds = new Rectangle(0, 0, 64, 64),
                        SpriteSheet = spriteSheet
                    };
                    game.SpriteComponent[entityID] = sprite;

                    local = new Local()
                    {
                        EntityID = entityID,
                    };
                    game.LocalComponent[entityID] = local;

                    //This will add a stats section for the player in the stats component
                    stats = new Stats()
                    {
                        EntityID = entityID,

                        //So here we just define our base values. Total sum is 50
                        //The base stats are 10 across the board
                        Strength = 4,
                        Stamina = 10,
                        Agility = 10,
                        Intelligence = 16,
                        Defense = 10,
                        HealthBase = 100,
                        PsiBase = 100,
                    };
                    game.StatsComponent[entityID] = stats;

                    player = new Player()
                    {
                        EntityID = entityID,
                        PlayerIndex = playerIndex,
                        PlayerRace = aggregate,
                        abilityModifiers = new AbilityModifiers()
                        {
                            meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2),
                            rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2),
                            meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2),
                            RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2),
                            MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2),
                            Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2),
                            SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2),
                            HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2),
                        }
                    };

                    info = new PlayerInfo()
                    {
                        Health = 100,
                        MaxHealth = 100,
                        PsiOrFatigue = 100,
                        MaxPsiOrFatigue = 100,
                        Level = 1,
                        Experience = 0,
                        State = PlayerState.Default,
                        skill1 = Systems.SkillType.Enslave,
                        skill2 = Systems.SkillType.Fear,
                        skill3 = Systems.SkillType.Sacrifice,
                        skill4 = Systems.SkillType.PsionicSpear,
                        skill5 = Systems.SkillType.Taint,
                        skill6 = Systems.SkillType.Rot,
                        skill7 = Systems.SkillType.Push,
                        skill8 = Systems.SkillType.Lightning,
                        skill9 = Systems.SkillType.Malice,
                    };
                    game.PlayerInfoComponent[entityID] = info;

                    skillInfo = new PlayerSkillInfo()
                    {
                        Skill1Rank = 1,
                        Skill2Rank = 1,
                        Skill3Rank = 1,
                        Skill4Rank = 1,
                        Skill5Rank = 1,
                        Skill6Rank = 1,
                        Skill7Rank = 1,
                        Skill8Rank = 1,
                        Skill9Rank = 1,
                    };
                    game.PlayerSkillInfoComponent[entityID] = skillInfo;

                     psiOrFatigueRegen = new PsiOrFatigueRegen()
                    {
                        EntityID = entityID,
                        TargetID = entityID,
                        AmountPerTick = 2,
                        TickTime = 1,
                        CurrentTime = 1,
                    };
                    game.PsiOrFatigueRegenComponent[entityID] = psiOrFatigueRegen;

                    active_Skill = new ActiveSkill()
                    {
                        activeSkill = info.skill8,
                    };
                    game.ActiveSkillComponent[entityID] = active_Skill;
                    game.PlayerComponent[entityID] = player;
                    //Create HUD
                    game.HUDSystem.LoadPlayerHUD(player);
                    //create Inv
                    invagg.CreateInv(player);

                    break;
                #endregion

                #region Cyborg
                /****************************************
                * Cyborg - Added by adam Clark
                * *************************************/
                case Aggregate.CyborgPlayer:
                    entityID = Entity.NextEntity();
                    spriteSheet = game.Content.Load<Texture2D>("Spritesheets/Aggregate/cyborg");
                    spriteSheet.Name = "Spritesheets/Aggregate/cyborg";

                    /*Author: Josh Zavala, Assignment 9
                     *This has been transferred from ContinueNewGameScreen.goToNetworking
                     *Allows default weapons assignment per class
                     */
                    /*Update:Joseph Shaw, Assignment 9
                     *Set the weapon type here and use it in the create weapon so that it
                     *can be saved into the gameSave after the switch statement.
                     *We could abstract this method entirely but leaving it here gives more flexibility.
                     */
                    weaponType = WeaponType.ShockRod;
                    equipment = new Equipment()
                    {
                        EntityID = entityID,
                        WeaponID = game.WeaponFactory.CreateWeapon(weaponType),
                        HealthPotsQty = defaultHealthPotQty,
                        PsiPotsQty = defaultPsiPotQty,
                        PogsQty = 0,
                    };
                    game.EquipmentComponent.Add(equipment.EntityID, equipment);

                    position = new Position()
                    {
                        EntityID = entityID,
                        Center = new Vector2(400, 150),
                        Radius = 32f,
                    };
                    game.PositionComponent[entityID] = position;

                    collideable = new Collideable()
                    {
                        EntityID = entityID,
                        RoomID = position.RoomID,
                        Bounds = new CircleBounds(position.Center, position.Radius)
                    };
                    game.CollisionComponent[entityID] = collideable;

                    movement = new Movement()
                    {
                        EntityID = entityID,
                        Direction = new Vector2(0, 1),
                        Speed = 200f,
                    };
                    game.MovementComponent[entityID] = movement;

                    spriteAnimation = new SpriteAnimation()
                    {
                        EntityID = entityID,
                        FramesPerSecond = 10,
                        IsLooping = true,
                        IsPlaying = true,
                        TimePassed = 0f,
                        CurrentFrame = 0,
                        CurrentAnimationRow = 0

                    };

                    game.SpriteAnimationComponent[entityID] = spriteAnimation;

                    sprite = new Sprite()
                    {
                        EntityID = entityID,
                        SpriteBounds = new Rectangle(0, 0, 64, 64),
                        SpriteSheet = spriteSheet
                    };
                    game.SpriteComponent[entityID] = sprite;

                    local = new Local()
                    {
                        EntityID = entityID,
                    };
                    game.LocalComponent[entityID] = local;

                    //This will add a stats section for the player in the stats component
                    stats = new Stats()
                    {
                        EntityID = entityID,

                        //So here we just define our base values. Total sum is 50
                        //The base stats are 10 across the board
                        Strength = 13,
                        Stamina = 12,
                        Agility = 13,
                        Intelligence = 0,
                        Defense = 12,
                        HealthBase = 100,
                        PsiBase = 100,
                    };
                    game.StatsComponent[entityID] = stats;

                    player = new Player()
                    {
                        EntityID = entityID,
                        PlayerIndex = playerIndex,
                        PlayerRace = aggregate,

                    };

                    info = new PlayerInfo()
                    {
                        Health = 100,
                        MaxHealth = 100,
                        PsiOrFatigue = 100,
                        MaxPsiOrFatigue = 100,
                        Level = 1,
                        Experience = 0,
                        State = PlayerState.Default,
                        skill1= Systems.SkillType.EnergyShield,
                        skill2 = Systems.SkillType.Defibrillate,
                        skill3 = Systems.SkillType.Nanobots,
                        skill4 = Systems.SkillType.TargettingUpgrade,
                        skill5 = Systems.SkillType.RepulsorArm,
                        skill6 = Systems.SkillType.EnergyShield,
                        skill7= Systems.SkillType.AlloyBody,
                        skill8 = Systems.SkillType.CyberneticSlam,
                        skill9= Systems.SkillType.ThrusterRush,
                    };
                    game.PlayerInfoComponent[entityID] = info;

                    skillInfo = new PlayerSkillInfo()
                    {
                        Skill1Rank = 1,
                        Skill2Rank = 1,
                        Skill3Rank = 1,
                        Skill4Rank = 1,
                        Skill5Rank = 1,
                        Skill6Rank = 1,
                        Skill7Rank = 1,
                        Skill8Rank = 1,
                        Skill9Rank = 1,
                    };
                    game.PlayerSkillInfoComponent[entityID] = skillInfo;

                     psiOrFatigueRegen = new PsiOrFatigueRegen()
                    {
                        EntityID = entityID,
                        TargetID = entityID,
                        AmountPerTick = 2,
                        TickTime = 1,
                        CurrentTime = 1,
                    };
                    game.PsiOrFatigueRegenComponent[entityID] = psiOrFatigueRegen;

                    active_Skill = new ActiveSkill()
                    {
                        activeSkill = info.skill1,
                    };
                    game.ActiveSkillComponent[entityID] = active_Skill;

                    game.PlayerComponent[entityID] = player;
                    //create HUD
                    game.HUDSystem.LoadPlayerHUD(player);
                    //create Inv
                    invagg.CreateInv(player);
                    break;
                #endregion

                #region Earthian
                /*******************************************************************************
                * Earthian
                * Done by Andrew Bellinder. I added the character's sprite and his skill sprites
                * ******************************************************************************/
                case Aggregate.EarthianPlayer:
                    entityID = Entity.NextEntity();
                    spriteSheet = game.Content.Load<Texture2D>("Spritesheets/Aggregate/Earthian2x");
                    spriteSheet.Name = "Spritesheets/Aggregate/Earthian2x";

                    /*Author: Josh Zavala, Assignment 9
                     *This has been transferred from ContinueNewGameScreen.goToNetworking
                     *Allows default weapons assignment per class
                     */
                    /*Update:Joseph Shaw, Assignment 9
                     *Set the weapon type here and use it in the create weapon so that it
                     *can be saved into the gameSave after the switch statement.
                     *We could abstract this method entirely but leaving it here gives more flexibility.
                     */
                    weaponType = WeaponType.TreeBranch;
                    equipment = new Equipment()
                    {
                        EntityID = entityID,
                        WeaponID = game.WeaponFactory.CreateWeapon(weaponType),
                        HealthPotsQty = defaultHealthPotQty,
                        PsiPotsQty = defaultPsiPotQty,
                        PogsQty = 0,
                    };
                    game.EquipmentComponent.Add(equipment.EntityID, equipment);

                    position = new Position()
                    {
                        EntityID = entityID,
                        Center = new Vector2(400, 150),
                        Radius = 32f,
                    };
                    game.PositionComponent[entityID] = position;

                    collideable = new Collideable()
                    {
                        EntityID = entityID,
                        RoomID = position.RoomID,
                        Bounds = new CircleBounds(position.Center, position.Radius)
                    };
                    game.CollisionComponent[entityID] = collideable;

                    movement = new Movement()
                    {
                        EntityID = entityID,
                        Direction = new Vector2(0, 1),
                        Speed = 200f,
                    };
                    game.MovementComponent[entityID] = movement;

                    spriteAnimation = new SpriteAnimation()
                    {
                        EntityID = entityID,
                        FramesPerSecond = 10,
                        IsLooping = true,
                        IsPlaying = true,
                        TimePassed = 0f,
                        CurrentFrame = 0,
                        CurrentAnimationRow = 0

                    };

                    game.SpriteAnimationComponent[entityID] = spriteAnimation;

                    sprite = new Sprite()
                    {
                        EntityID = entityID,
                        SpriteBounds = new Rectangle(0, 0, 64, 64),
                        SpriteSheet = spriteSheet
                    };
                    game.SpriteComponent[entityID] = sprite;
                    local = new Local()
                    {
                        EntityID = entityID,
                    };
                    game.LocalComponent[entityID] = local;

                    //This will add a stats section for the player in the stats component
                    stats = new Stats()
                    {
                        EntityID = entityID,

                        //So here we just define our base values. Total sum is 50
                        //The base stats are 10 across the board
                        Strength = 10,
                        Stamina = 10,
                        Agility = 10,
                        Intelligence = 10,
                        Defense = 10,
                        HealthBase = 100,
                        PsiBase = 100,
                    };
                    game.StatsComponent[entityID] = stats;

                    player = new Player()
                    {
                        EntityID = entityID,
                        PlayerIndex = playerIndex,
                        PlayerRace = aggregate,
                        abilityModifiers = new AbilityModifiers()
                        {
                            meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2),
                            rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2),
                            meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2),
                            RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2),
                            MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2),
                            Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2),
                            SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2),
                            HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2),
                        }

                    };
                    game.PlayerComponent[entityID] = player;

                    info = new PlayerInfo()
                    {
                        Health = 100,
                        MaxHealth = 100,
                        PsiOrFatigue = 100,
                        MaxPsiOrFatigue = 100,
                        Level = 1,
                        Experience = 0,
                        State = PlayerState.Default,
                        skill1 = Systems.SkillType.Trap,
                        skill2 = Systems.SkillType.ExplodingDroids,
                        skill3 = Systems.SkillType.Turret,
                        skill4 = Systems.SkillType.HealingStation,
                        skill5 = Systems.SkillType.PortableShop,
                        skill6 = Systems.SkillType.PortableShield,
                        skill7 = Systems.SkillType.Charge,
                        skill8 = Systems.SkillType.FallBack,
                        skill9 = Systems.SkillType.Motivate,

                    };
                    game.PlayerInfoComponent[entityID] = info;

                    skillInfo = new PlayerSkillInfo()
                    {
                        Skill1Rank = 1,
                        Skill2Rank = 1,
                        Skill3Rank = 1,
                        Skill4Rank = 1,
                        Skill5Rank = 1,
                        Skill6Rank = 1,
                        Skill7Rank = 1,
                        Skill8Rank = 1,
                        Skill9Rank = 1,
                    };
                    game.PlayerSkillInfoComponent[entityID] = skillInfo;

                     psiOrFatigueRegen = new PsiOrFatigueRegen()
                    {
                        EntityID = entityID,
                        TargetID = entityID,
                        AmountPerTick = 2,
                        TickTime = 1,
                        CurrentTime = 1,
                    };
                    game.PsiOrFatigueRegenComponent[entityID] = psiOrFatigueRegen;

                    active_Skill = new ActiveSkill()
                    {
                        activeSkill = info.skill1,
                    };
                    game.ActiveSkillComponent[entityID] = active_Skill;

                    //Create HUD
                    game.HUDSystem.LoadPlayerHUD(player);
                    //create Inv
                    invagg.CreateInv(player);
                    break;
                #endregion

                #region Gargranian
                /****************************************
                * Gargranian by Michael Fountain
                * *************************************/
                case Aggregate.GargranianPlayer:
                    entityID = Entity.NextEntity();
                    spriteSheet = game.Content.Load<Texture2D>("Spritesheets/Aggregate/gargranian");
                    spriteSheet.Name = "Spritesheets/Aggregate/gargranian";

                    /*Author: Josh Zavala, Assignment 9
                     *This has been transferred from ContinueNewGameScreen.goToNetworking
                     *Allows default weapons assignment per class
                     */
                    /*Update:Joseph Shaw, Assignment 9
                     *Set the weapon type here and use it in the create weapon so that it
                     *can be saved into the gameSave after the switch statement.
                     *We could abstract this method entirely but leaving it here gives more flexibility.
                     */
                    weaponType = WeaponType.PsychicStun;
                    equipment = new Equipment()
                    {
                        EntityID = entityID,
                        WeaponID = game.WeaponFactory.CreateWeapon(weaponType),
                        HealthPotsQty = defaultHealthPotQty,
                        PsiPotsQty = defaultPsiPotQty,
                        PogsQty = 0,
                    };
                    game.EquipmentComponent.Add(equipment.EntityID, equipment);

                    position = new Position()
                    {
                        EntityID = entityID,
                        Center = new Vector2(400, 150),
                        Radius = 32f,
                    };
                    game.PositionComponent[entityID] = position;

                    collideable = new Collideable()
                    {
                        EntityID = entityID,
                        RoomID = position.RoomID,
                        Bounds = new CircleBounds(position.Center, position.Radius)
                    };
                    game.CollisionComponent[entityID] = collideable;

                    movement = new Movement()
                    {
                        EntityID = entityID,
                        Direction = new Vector2(0, 1),
                        Speed = 200f,
                    };
                    game.MovementComponent[entityID] = movement;

                    spriteAnimation = new SpriteAnimation()
                    {
                        EntityID = entityID,
                        FramesPerSecond = 10,
                        IsLooping = true,
                        IsPlaying = true,
                        TimePassed = 0f,
                        CurrentFrame = 0,
                        CurrentAnimationRow = 0

                    };

                    game.SpriteAnimationComponent[entityID] = spriteAnimation;

                    sprite = new Sprite()
                    {
                        EntityID = entityID,
                        SpriteBounds = new Rectangle(0, 0, 64, 64),
                        SpriteSheet = spriteSheet,
                        //SpriteColor = new Color(45, 45, 45, 0),
                        //UseDifferentColor = true
                    };
                    game.SpriteComponent[entityID] = sprite;
                    local = new Local()
                    {
                        EntityID = entityID,
                    };
                    game.LocalComponent[entityID] = local;

                    //This will add a stats section for the player in the stats component
                    stats = new Stats()
                    {
                        EntityID = entityID,

                        //So here we just define our base values. Total sum is 50
                        //The base stats are 10 across the board
                        Strength = 4,
                        Stamina = 10,
                        Agility = 10,
                        Intelligence = 14,
                        Defense = 12,
                        HealthBase = 100,
                        PsiBase = 100,
                    };
                    game.StatsComponent[entityID] = stats;

                    player = new Player()
                    {
                        EntityID = entityID,
                        PlayerIndex = playerIndex,
                        PlayerRace = aggregate,
                    };

                    game.PlayerComponent[entityID] = player;

                    info = new PlayerInfo()
                    {
                        Health = 100,
                        MaxHealth = 100,
                        PsiOrFatigue = 100,
                        MaxPsiOrFatigue = 100,
                        Level = 1,
                        Experience = 0,
                        State = PlayerState.Default,
                        skill1 = Systems.SkillType.Teleport,
                        skill2 = Systems.SkillType.Invisibility,
                        skill3 = Systems.SkillType.Meditate,
                        skill4 = Systems.SkillType.PsionicSpear,
                        skill5 = Systems.SkillType.Push,
                        skill6 = Systems.SkillType.ImprovedPsionicSpear,
                        skill7 = Systems.SkillType.MentalBarrier,
                        skill8 = Systems.SkillType.WormOfGargran,
                        skill9 = Systems.SkillType.Soothe,
                    };
                    game.PlayerInfoComponent[entityID] = info;
                    skillInfo = new PlayerSkillInfo()
                    {
                        Skill1Rank = 10,
                        Skill2Rank = 1,
                        Skill3Rank = 1,
                        Skill4Rank = 1,
                        Skill5Rank = 1,
                        Skill6Rank = 1,
                        Skill7Rank = 1,
                        Skill8Rank = 1,
                        Skill9Rank = 1,
                    };
                    game.PlayerSkillInfoComponent[entityID] = skillInfo;

                    psiOrFatigueRegen = new PsiOrFatigueRegen()
                    {
                        EntityID = entityID,
                        TargetID = entityID,
                        AmountPerTick = 2,
                        TickTime = 1,
                        CurrentTime = 1,
                    };
                    game.PsiOrFatigueRegenComponent[entityID] = psiOrFatigueRegen;

                    active_Skill = new ActiveSkill()
                    {
                        activeSkill = info.skill1,
                    };
                    game.ActiveSkillComponent[entityID] = active_Skill;

                    //Create HUD
                    game.HUDSystem.LoadPlayerHUD(player);
                    //create Inv
                    invagg.CreateInv(player);
                    break;
                #endregion

                #region Space Pirate
                /****************************************
                * Space Pirate
                * Done by Austin Murphy and I also have posted the 9 sprites for my skills that are listed in the design document.
                * *************************************/
                case Aggregate.SpacePiratePlayer:
                    entityID = Entity.NextEntity();
                    spriteSheet = game.Content.Load<Texture2D>("Spritesheets/Aggregate/SpacePBig");
                    spriteSheet.Name = "Spritesheets/Aggregate/SpacePBig";

                    /*Author: Josh Zavala, Assignment 9
                     *This has been transferred from ContinueNewGameScreen.goToNetworking
                     *Allows default weapons assignment per class
                     */
                    /*Update:Joseph Shaw, Assignment 9
                     *Set the weapon type here and use it in the create weapon so that it
                     *can be saved into the gameSave after the switch statement.
                     *We could abstract this method entirely but leaving it here gives more flexibility.
                     */
                    weaponType = WeaponType.StolenCutlass;
                    equipment = new Equipment()
                    {
                        EntityID = entityID,
                        WeaponID = game.WeaponFactory.CreateWeapon(weaponType),
                        HealthPotsQty = defaultHealthPotQty,
                        PsiPotsQty = defaultPsiPotQty,
                        PogsQty = 0,
                    };
                    game.EquipmentComponent.Add(equipment.EntityID, equipment);

                    position = new Position()
                    {
                        EntityID = entityID,
                        Center = new Vector2(400, 150),
                        Radius = 32f,
                    };
                    game.PositionComponent[entityID] = position;

                    collideable = new Collideable()
                    {
                        EntityID = entityID,
                        RoomID = position.RoomID,
                        Bounds = new CircleBounds(position.Center, position.Radius)
                    };
                    game.CollisionComponent[entityID] = collideable;

                    movement = new Movement()
                    {
                        EntityID = entityID,
                        Direction = new Vector2(0, 1),
                        Speed = 200f,
                    };
                    game.MovementComponent[entityID] = movement;

                    spriteAnimation = new SpriteAnimation()
                    {
                        EntityID = entityID,
                        FramesPerSecond = 10,
                        IsLooping = true,
                        IsPlaying = true,
                        TimePassed = 0f,
                        CurrentFrame = 0,
                        CurrentAnimationRow = 0

                    };

                    game.SpriteAnimationComponent[entityID] = spriteAnimation;

                    sprite = new Sprite()
                    {
                        EntityID = entityID,
                        SpriteBounds = new Rectangle(0, 0, 64, 64),
                        SpriteSheet = spriteSheet
                    };
                    game.SpriteComponent[entityID] = sprite;
                    local = new Local()
                    {
                        EntityID = entityID,
                    };
                    game.LocalComponent[entityID] = local;

                    //This will add a stats section for the player in the stats component
                    stats = new Stats()
                    {
                        EntityID = entityID,

                        //So here we just define our base values. Total sum is 50
                        //The base stats are 10 across the board
                        Strength = 5,
                        Stamina = 5,
                        Agility = 25,
                        Intelligence = 5,
                        Defense = 5,
                        HealthBase = 100,
                        PsiBase = 100,
                    };
                    game.StatsComponent[entityID] = stats;

                    player = new Player()
                    {
                        EntityID = entityID,
                        PlayerIndex = playerIndex,
                        PlayerRace = aggregate,
                    };
                    game.PlayerComponent[entityID] = player;

                    info = new PlayerInfo()
                    {
                        Health = 100,
                        MaxHealth = 100,
                        PsiOrFatigue = 100,
                        MaxPsiOrFatigue = 100,
                        Level = 1,
                        Experience = 0,
                        State = PlayerState.Default,
                        skill1 = Systems.SkillType.AgilityBerserker,
                        skill2 = Systems.SkillType.DualWielding,
                        skill3 = Systems.SkillType.HeavyDrinker,
                        skill4 = Systems.SkillType.PowerShot,
                        skill5 = Systems.SkillType.EagleShot,
                        skill6 = Systems.SkillType.TrickShot,
                        skill7 = Systems.SkillType.Mug,
                        skill8 = Systems.SkillType.LockPicking,
                        skill9 = Systems.SkillType.Theft,
                    };
                    game.PlayerInfoComponent[entityID] = info;

                    skillInfo = new PlayerSkillInfo()
                    {
                        Skill1Rank = 1,
                        Skill2Rank = 1,
                        Skill3Rank = 1,
                        Skill4Rank = 1,
                        Skill5Rank = 1,
                        Skill6Rank = 1,
                        Skill7Rank = 1,
                        Skill8Rank = 1,
                        Skill9Rank = 1,
                    };
                    game.PlayerSkillInfoComponent[entityID] = skillInfo;

                     psiOrFatigueRegen = new PsiOrFatigueRegen()
                    {
                        EntityID = entityID,
                        TargetID = entityID,
                        AmountPerTick = 2,
                        TickTime = 1,
                        CurrentTime = 1,
                    };
                    game.PsiOrFatigueRegenComponent[entityID] = psiOrFatigueRegen;

                    active_Skill = new ActiveSkill()
                    {
                        activeSkill = info.skill1,
                    };
                    game.ActiveSkillComponent[entityID] = active_Skill;

                    //Create HUD
                    game.HUDSystem.LoadPlayerHUD(player);
                    //create Inv
                    invagg.CreateInv(player);
                    break;
                #endregion

                #region Zombie
                /****************************************
                * Zombie
                 * written by Matthew Hart
                * *************************************/
                case Aggregate.ZombiePlayer:
                    entityID = Entity.NextEntity();
                    spriteSheet = game.Content.Load<Texture2D>("Spritesheets/Aggregate/MzombieBx2");
                    spriteSheet.Name = "Spritesheets/Aggregate/MzombieBx2";

                    /*Author: Josh Zavala, Assignment 9
                     *This has been transferred from ContinueNewGameScreen.goToNetworking
                     *Allows default weapons assignment per class
                     */
                    /*Update:Joseph Shaw, Assignment 9
                     *Set the weapon type here and use it in the create weapon so that it
                     *can be saved into the gameSave after the switch statement.
                     *We could abstract this method entirely but leaving it here gives more flexibility.
                     */
                    weaponType = WeaponType.DeadHand;
                    equipment = new Equipment()
                    {
                        EntityID = entityID,
                        WeaponID = game.WeaponFactory.CreateWeapon(weaponType),
                        HealthPotsQty = defaultHealthPotQty,
                        PsiPotsQty = defaultPsiPotQty,
                        PogsQty = 0,
                    };
                    game.EquipmentComponent.Add(equipment.EntityID, equipment);

                    //Placeholder values
                    miscMeleeAttack = 5;
                    miscMeleeDef = 5;
                    miscRangedDef = -5;

                    position = new Position()
                    {
                        EntityID = entityID,
                        Center = new Vector2(400, 150),
                        Radius = 32f,
                    };

                    game.PositionComponent[entityID] = position;

                    collideable = new Collideable()
                    {
                        EntityID = entityID,
                        RoomID = position.RoomID,
                        Bounds = new CircleBounds(position.Center, position.Radius)
                    };
                    game.CollisionComponent[entityID] = collideable;

                    movement = new Movement()
                    {
                        EntityID = entityID,
                        Direction = new Vector2(0, 1),
                        Speed = 200f,
                    };
                    game.MovementComponent[entityID] = movement;

                    spriteAnimation = new SpriteAnimation()
                    {
                        EntityID = entityID,
                        FramesPerSecond = 10,
                        IsLooping = true,
                        IsPlaying = true,
                        TimePassed = 0f,
                        CurrentFrame = 0,
                        CurrentAnimationRow = 0

                    };

                    game.SpriteAnimationComponent[entityID] = spriteAnimation;

                    sprite = new Sprite()
                    {
                        EntityID = entityID,
                        SpriteBounds = new Rectangle(0, 0, 64, 64),
                        SpriteSheet = spriteSheet
                    };
                    game.SpriteComponent[entityID] = sprite;
                    local = new Local()
                    {
                        EntityID = entityID,
                    };
                    game.LocalComponent[entityID] = local;

                    //This will add a stats section for the player in the stats component
                    stats = new Stats()
                    {
                        EntityID = entityID,

                        //So here we just define our base values. Total sum is 50
                        //The base stats are 10 across the board
                        Strength = 16,
                        Stamina = 5,
                        Agility = 5,
                        Intelligence = 10,
                        Defense = 14,
                        HealthBase = 100,
                        PsiBase = 100,
                    };
                    game.StatsComponent[entityID] = stats;

                    player = new Player()
                    {
                        EntityID = entityID,
                        PlayerIndex = playerIndex,
                        PlayerRace = aggregate,
                        abilityModifiers = new AbilityModifiers()
                        {
                            meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2),
                            rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2),
                            meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2),
                            RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2),
                            MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2),
                            Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2),
                            SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2),
                            HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2),
                        }
                    };

                    game.PlayerComponent[entityID] = player;
                    info = new PlayerInfo()
                    {
                        Health = 100,
                        MaxHealth = 100,
                        PsiOrFatigue = 100,
                        MaxPsiOrFatigue = 100,
                        State = PlayerState.Default,
                        skill1 = Systems.SkillType.ThrownBlades,
                        skill2 = Systems.SkillType.FrenziedAttack,
                        skill3 = Systems.SkillType.CausticWeapons,
                        skill4 = Systems.SkillType.MeatShield,
                        skill5 = Systems.SkillType.HardenedBody,
                        skill6 = Systems.SkillType.Regeneration,
                        skill7 = Systems.SkillType.BenignParasite,
                        skill8 = Systems.SkillType.MaliciousParasite,
                        skill9 = Systems.SkillType.MindlessParasites,
                    };
                    game.PlayerInfoComponent[entityID] = info;

                    skillInfo = new PlayerSkillInfo()
                    {
                        Skill1Rank = 1,
                        Skill2Rank = 1,
                        Skill3Rank = 1,
                        Skill4Rank = 1,
                        Skill5Rank = 1,
                        Skill6Rank = 1,
                        Skill7Rank = 1,
                        Skill8Rank = 1,
                        Skill9Rank = 1,
                    };
                    game.PlayerSkillInfoComponent[entityID] = skillInfo;

                     psiOrFatigueRegen = new PsiOrFatigueRegen()
                    {
                        EntityID = entityID,
                        TargetID = entityID,
                        AmountPerTick = 2,
                        TickTime = 1,
                        CurrentTime = 1,
                    };
                    game.PsiOrFatigueRegenComponent[entityID] = psiOrFatigueRegen;

                    active_Skill = new ActiveSkill()
                    {
                        activeSkill = info.skill1,
                    };
                    game.ActiveSkillComponent[entityID] = active_Skill;

                    //Create HUD
                    game.HUDSystem.LoadPlayerHUD(player);
                    //create Inv
                    invagg.CreateInv(player);
                    break;
                #endregion

                default:
                    throw new Exception("Unknown type.");
            }

            // Store all of the data into the game save
            gameSave.aggregate = (int)aggregate;
            gameSave.health = 100;
            gameSave.psi = 100;
            gameSave.stats = stats;
            gameSave.level = 1;
            gameSave.experience = 0;
            gameSave.charAnimation = spriteSheet.Name;
            gameSave.fileName = fileName;
            info.FileName = fileName;
            gameSave.weaponType = (int)weaponType;
            gameSave.healthPotions = defaultHealthPotQty;
            gameSave.manaPotions = defaultPsiPotQty;
            gameSave.pogs = 0;

            game.QuestLogSystem.ActivateQuest(entityID, 0);
            game.QuestLogSystem.ActivateQuest(entityID, 1);

            return entityID;
        }