private void ExportWeapons_Click(object sender, EventArgs e)
        {
            SaveFileDialog tempExport = new SaveFileDialog();
            tempExport.DefaultExt = "*.xml";
            tempExport.Filter = "WillowTree Locker(*.xml)|*.xml";

            tempExport.FileName = CurrentWSG.CharacterName + "'s Weapons.xml";
            //string ExportText = "";
            if (tempExport.ShowDialog() == DialogResult.OK)
            {
                // Create empty xml file
                XmlTextWriter writer = new XmlTextWriter(tempExport.FileName, new System.Text.ASCIIEncoding());
                writer.Formatting = Formatting.Indented;
                writer.Indentation = 2;
                writer.WriteStartDocument();
                writer.WriteStartElement("INI");
                writer.WriteEndElement();
                writer.WriteEndDocument();
                writer.Flush();
                writer.Close();

                XmlFile LockerSave = new XmlFile(tempExport.FileName);
                List<string> itemparts = new List<string>();
                List<int> itemvalues = new List<int>();

                if (IsDLCWeaponMode)
                    for (int Progress = 0; Progress < CurrentWSG.DLC.WeaponParts.Count; Progress++)
                    {
                        itemparts.Clear();
                        //ExportText = ExportText + "[" + WeaponTree.Nodes[Progress].Text + "]\r\nType=Weapon\r\nRating=0\r\nDescription=Type in a description for the weapon here.\r\n";
                        for (int PartProgress = 0; PartProgress < 14; PartProgress++)
                            itemparts.Add(CurrentWSG.DLC.WeaponParts[Progress][PartProgress]);
                        //ExportText = ExportText + "Part" + (PartProgress + 1) + "=" + CurrentWSG.DLC.WeaponParts[Progress][PartProgress] + "\r\n";

                        itemvalues.Add(CurrentWSG.DLC.WeaponAmmo[Progress]);
                        itemvalues.Add(CurrentWSG.DLC.WeaponQuality[Progress]);
                        itemvalues.Add(CurrentWSG.DLC.WeaponEquippedSlot[Progress]);
                        itemvalues.Add(CurrentWSG.DLC.WeaponLevel[Progress]);

                        LockerSave.AddItem(WeaponTree.Nodes[Progress].Text, "Weapon", itemparts, itemvalues);
                    }
                else
                    for (int Progress = 0; Progress < CurrentWSG.NumberOfWeapons; Progress++)
                    {
                        itemparts.Clear();
                        itemvalues.Clear();
                        for (int PartProgress = 0; PartProgress < 14; PartProgress++)
                            itemparts.Add(CurrentWSG.WeaponStrings[Progress][PartProgress]);

                        for (int PartProgress = 0; PartProgress < 4; PartProgress++)
                            itemvalues.Add(CurrentWSG.WeaponValues[Progress][PartProgress]);

                        LockerSave.AddItem(WeaponTree.Nodes[Progress].Text, "Weapon", itemparts, itemvalues);
                    }
            }
        }
        private void ExportItems_Click(object sender, EventArgs e)
        {
            SaveFileDialog tempExport = new SaveFileDialog();
            tempExport.DefaultExt = "*.xml";
            tempExport.Filter = "WillowTree Locker(*.xml)|*.xml";

            tempExport.FileName = CurrentWSG.CharacterName + "'s Items.xml";
            //string ExportText = "";
            if (tempExport.ShowDialog() == DialogResult.OK)
            {
                // Create empty xml file
                XmlTextWriter writer = new XmlTextWriter(tempExport.FileName, new System.Text.ASCIIEncoding());
                writer.Formatting = Formatting.Indented;
                writer.Indentation = 2;
                writer.WriteStartDocument();
                writer.WriteStartElement("INI");
                writer.WriteEndElement();
                writer.WriteEndDocument();
                writer.Flush();
                writer.Close();

                XmlFile LockerSave = new XmlFile(tempExport.FileName);
                List<string> itemparts = new List<string>();
                List<int> itemvalues = new List<int>();

                if (IsDLCItemMode)
                {
                    for (int Progress = 0; Progress < CurrentWSG.DLC.ItemParts.Count; Progress++)
                    {
                        itemparts.Clear();
                        for (int PartProgress = 0; PartProgress < 9; PartProgress++)
                            itemparts.Add(CurrentWSG.DLC.ItemParts[Progress][PartProgress]);

                        itemvalues.Add(CurrentWSG.DLC.WeaponAmmo[Progress]);
                        itemvalues.Add(CurrentWSG.DLC.WeaponQuality[Progress]);
                        itemvalues.Add(CurrentWSG.DLC.WeaponEquippedSlot[Progress]);
                        itemvalues.Add(CurrentWSG.DLC.WeaponLevel[Progress]);

                        LockerSave.AddItem(ItemTree.Nodes[Progress].Text, "Item", itemparts, itemvalues);
                    }
                }
                else
                {
                    for (int Progress = 0; Progress < CurrentWSG.NumberOfItems; Progress++)
                    {
                        itemparts.Clear();
                        itemvalues.Clear();
                        for (int PartProgress = 0; PartProgress < 9; PartProgress++)
                            itemparts.Add(CurrentWSG.ItemStrings[Progress][PartProgress]);

                        for (int PartProgress = 0; PartProgress < 4; PartProgress++)
                            itemvalues.Add(CurrentWSG.ItemValues[Progress][PartProgress]);

                        LockerSave.AddItem(ItemTree.Nodes[Progress].Text, "Item", itemparts, itemvalues);
                    }
                }
            }
        }