diff --git a/MrBigsock/Assets/Code/Bosses.meta b/MrBigsock/Assets/Code/Bosses.meta
new file mode 100644
index 0000000000000000000000000000000000000000..b8dd04b57166b6887f63f2202cac7a39a253a761
--- /dev/null
+++ b/MrBigsock/Assets/Code/Bosses.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 7ebd00fb3522e814db848dd73d16de38
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/MrBigsock/Assets/Code/Bosses/SkeletonBossController.cs b/MrBigsock/Assets/Code/Bosses/SkeletonBossController.cs
new file mode 100644
index 0000000000000000000000000000000000000000..fbc2f653ef30e36f814ae8636a444f009a31de20
--- /dev/null
+++ b/MrBigsock/Assets/Code/Bosses/SkeletonBossController.cs
@@ -0,0 +1,161 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System.Linq;
+using System;
+
+namespace BigSock {
+    public partial class SkeletonBossController : EnemyController {
+
+
+        protected EmptyCollider chargeCollider;
+
+        public SkeletonBossState State { get; protected set; } = SkeletonBossState.Idle;
+
+        protected bool isInCharge = false;
+
+        protected DateTime timer = DateTime.Now;
+
+        protected DateTime nextChargeTime = DateTime.Now;
+
+        protected static readonly TimeSpan CHARGE_COOLDOWN = new TimeSpan(0, 0, 0, 5, 0);
+
+        protected static readonly TimeSpan CHARGE_WAIT_TIME = new TimeSpan(0, 0, 0, 0, 25);
+
+        protected static readonly TimeSpan SECOND_CHARGE_WAIT_TIME = new TimeSpan(0, 0, 0, 0, 800);
+
+        protected static readonly TimeSpan FINISH_CHARGE_WAIT_TIME = new TimeSpan(0, 0, 0, 0, 450);
+
+        public double LeapForce => MovementSpeed*8;
+
+
+        protected override void Start() {
+                base.Start();
+
+                chargeCollider = transform.Find("ChargeCollider").GetComponent<EmptyCollider>();
+                chargeCollider.OnColliderEnter2D_Action += Charge_OnColliderEnter2D;
+                chargeCollider.OnColliderStay2D_Action += Charge_OnColliderStay2D;
+                chargeCollider.OnColliderExit2D_Action += Charge_OnColliderExit2D;
+            }
+
+
+        protected override void Update() {
+                    Regenerate();
+                    
+                    if (target != null && (State == SkeletonBossState.Idle || State == SkeletonBossState.Walking)){
+
+                        /* //walk
+                        float step = speed * Time.deltaTime;
+                        transform.position = Vector2.MoveTowards(transform.position, target.position, step);
+                        
+                        //distance = Vector3.Distance (transform.position, target.position);
+                        //roter
+                        RotateAnimation();
+                        */
+                        var movement = (new Vector2(target.position.x, target.position.y) - rb.position).normalized;
+                        TryMove(movement);
+                        RotateAnimation(movement);
+                    }
+                    else if (State == SkeletonBossState.Charge && DateTime.Now >= timer) {
+                        var pos = target.position; //target.position;
+                        var temp = (pos - rb.transform.position);
+                        temp.z = 0;
+                        var direction = temp.normalized;
+                        //rb.AddForce((float) LeapForce * direction, ForceMode2D.Impulse);
+                        Charge(direction, LeapForce);
+                        timer = DateTime.Now + SECOND_CHARGE_WAIT_TIME;
+                        State = SkeletonBossState.SecondCharge;
+                    } 
+                    else if (State == SkeletonBossState.SecondCharge && DateTime.Now >= timer) {
+                        var pos = target.position; //target.position;
+                        var temp = (pos - rb.transform.position);
+                        temp.z = 0;
+                        var direction = temp.normalized;
+                        //rb.AddForce((float) LeapForce * direction, ForceMode2D.Impulse);
+                        Charge(direction, LeapForce*2);
+                        timer = DateTime.Now + FINISH_CHARGE_WAIT_TIME;
+                        State = SkeletonBossState.FinishAttack;
+                    } 
+                    else if (State == SkeletonBossState.FinishAttack && DateTime.Now >= timer) {
+                        State = SkeletonBossState.Walking;
+                        m_Animator.SetTrigger("walk");
+                    }
+                }
+
+
+        protected virtual bool Charge(Vector2 direction, double leapForce) {
+			if(direction != Vector2.zero) {
+				rb.AddForce((float) leapForce * direction, ForceMode2D.Impulse);
+				return true;
+			}
+			return false;
+		}
+
+
+        }
+
+        /*
+            Attack
+        */
+        public partial class SkeletonBossController {
+
+            protected virtual void Charge_OnColliderEnter2D(Collider2D other) {
+			if (other.gameObject.tag == "Player") isInCharge = !isInCharge;
+		}
+
+            protected virtual void Charge_OnColliderStay2D(Collider2D other) {
+                var player = other.gameObject.GetComponent<PlayerController>();
+                if(player != null) {
+                    if (DateTime.Now >= nextChargeTime) {
+                    
+                        m_Animator.SetTrigger("attack");
+                        timer = DateTime.Now + CHARGE_WAIT_TIME;
+                        State = SkeletonBossState.Charge;
+                        nextChargeTime = DateTime.Now + CHARGE_COOLDOWN;
+                    }
+                } 
+            }
+
+            protected virtual void Charge_OnColliderExit2D(Collider2D other) {
+                if (other.gameObject.tag == "Player") isInCharge = !isInCharge;
+                    //State = SkeletonBossState.Walking; 
+            }
+
+	}
+
+
+    public partial class SkeletonBossController { 
+
+		protected override void Move_OnColliderEnter2D(Collider2D other) {
+			//Debug.Log("enter");
+			if (other.gameObject.tag == "Player" && State != SkeletonBossState.Charge && State != SkeletonBossState.SecondCharge && State != SkeletonBossState.FinishAttack){
+				//Debug.Log("enter if");
+		
+				m_Animator.SetTrigger("walk");
+				target = other.transform;
+			}
+		}
+
+		protected override void Move_OnColliderExit2D(Collider2D other) {
+			if (other.gameObject.tag == "Player"){
+				m_Animator.SetTrigger("idle");
+				target = other.transform;
+				target = null;        
+			}      
+		}
+			
+	}
+
+    public partial class SkeletonBossController { 
+        
+
+    }
+
+	/*
+		The different states the slime can be in.
+	*/
+	public enum SkeletonBossState {
+		Idle, Walking, Attacking, Charge, SecondCharge, FinishAttack, Death
+	}
+}
+
diff --git a/MrBigsock/Assets/Code/Bosses/SkeletonBossController.cs.meta b/MrBigsock/Assets/Code/Bosses/SkeletonBossController.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..0c301ae99cf812c2c2aa20791cbd8429fa3ad6ae
--- /dev/null
+++ b/MrBigsock/Assets/Code/Bosses/SkeletonBossController.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 60320d8322a7e904b98e674486014057
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/MrBigsock/Assets/Code/Character.cs b/MrBigsock/Assets/Code/Character.cs
index d063af95b3e72bc4898d67ad490ff2811f8ed7fc..283f12944f95160e39be98dcfdacacf5e3fb23f1 100644
--- a/MrBigsock/Assets/Code/Character.cs
+++ b/MrBigsock/Assets/Code/Character.cs
@@ -6,7 +6,10 @@ using UnityEngine.InputSystem;
 using BigSock.Item;
 
 namespace BigSock {
-	// Common class for all characters.
+
+	/*
+		Common class for all characters.
+	*/ 
 	public partial class Character : Entity {
 
 		/*
@@ -74,27 +77,6 @@ namespace BigSock {
 		public int level; 
 
 
-		/*
-			Indicates whether or not the characer is a live.
-		*/
-		public bool Alive { get; private set; } = true;
-		
-		/*
-			Stores the next time the character can recieve damage.
-		*/
-		public DateTime NextTimeCanTakeDamage { get; private set; } = DateTime.Now;
-		
-		/*
-			How long between each time the character can take damage.
-		*/
-		public TimeSpan IFrameDuration { 
-			get => _iFrameDuration; 
-			private set => _iFrameDuration = value; 
-		}
-		public TimeSpan _iFrameDuration = new TimeSpan(0, 0, 0, 0, 333);
-
-
-
 		protected Rigidbody2D rb;
 
 
@@ -163,11 +145,11 @@ namespace BigSock {
 
 
 		/*
-			Add Kcockback. 
+			Add Knockback. 
 		*/
-		//public void KnockBack(float force, Vector2 difference) {
-		//	rb.AddForce(difference * force, ForceMode2D.Impulse);
-		//}
+		public void KnockBack(float force, Vector2 difference) {
+			rb.AddForce(difference * force, ForceMode2D.Impulse);
+		}
 		public void KnockBack(IAttackStats attack) {
 			Vector2 difference = ((Vector2) transform.position - attack.Source).normalized;
 			//KnockBack(attack.Knockback, difference);
@@ -194,11 +176,11 @@ namespace BigSock {
 			if(!attack.IsCalculated) throw new ArgumentException("Attack needs to be calculated.", nameof(attack));
 
 			// Check if player has IFrames
-			if(NextTimeCanTakeDamage > DateTime.Now)
+			if(HasIFrames)
 				return false;
 
 			// Start new IFrames
-			NextTimeCanTakeDamage = DateTime.Now + IFrameDuration;
+			AddIFrames(IFrameDuration);
 
 			// Trigger the event for taking damage.
 			OnTakeDamage?.Invoke(this, attack.Actor, attack);
@@ -285,6 +267,8 @@ namespace BigSock {
 
 
 
+
+
 	/*
 		Items
 	*/
@@ -293,7 +277,7 @@ namespace BigSock {
 		/*
 			Adds a listener for a conditional item to this character's event.
 		*/
-		public void AddItemListener(ConditionalItemBase item) {
+		public void AddItemListener(IConditionalItem item) {
 			switch(item.Trigger) {
 				case TriggerType.Fire: OnFire             += ((OnFireItemBase) item).Handler; break;
 				case TriggerType.Hit: OnHit               += ((OnHitItemBase) item).Handler; break;
@@ -310,7 +294,7 @@ namespace BigSock {
 		/*
 			Remove a listener for a conditional item from this character's event.
 		*/
-		public void RemoveItemListener(ConditionalItemBase item) {
+		public void RemoveItemListener(IConditionalItem item) {
 			switch(item.Trigger) {
 				case TriggerType.Fire: OnFire             -= ((OnFireItemBase) item).Handler; break;
 				case TriggerType.Hit: OnHit               -= ((OnHitItemBase) item).Handler; break;
@@ -328,26 +312,28 @@ namespace BigSock {
 			Try to pick up an item.
 		*/
 		public bool TryPickUpItem(IItem item) {
-			if(Inventory.AddItem(item)) {
-				UpdateModifiers();
-				print($"[Character.TryPickUpItem()] {item.Name} picked up. ({Inventory.Items.Count}/{Inventory.Cap})");
+			if(Inventory.AddItem(item) != -1) {
+				//UpdateModifiers();
+				print($"[Character.TryPickUpItem()] {item.Name} picked up. ({Inventory.Backpack.Count}/{Inventory.BackpackCap})");
 				return true;
 			}
-			print($"[Character.TryPickUpItem()] {item.Name} NOT picked up. ({Inventory.Items.Count}/{Inventory.Cap})");
+			print($"[Character.TryPickUpItem()] {item.Name} NOT picked up. ({Inventory.Backpack.Count}/{Inventory.BackpackCap})");
 			return false;
 		}
 
 		/*
 			Try to drop an item.
+			!! Depricated, no use this method.
 		*/
 		public bool TryDropItem(IItem item) {
-			if(Inventory.RemoveItem(item)) {
-				UpdateModifiers();
-				print($"[Character.TryDropItem()] {item.Name} dropped. ({Inventory.Items.Count}/{Inventory.Cap})");
-				return true;
-			}
-			print($"[Character.TryDropItem()] {item.Name} NOT dropped. ({Inventory.Items.Count}/{Inventory.Cap})");
-			return false;
+			throw new NotImplementedException();
+			// if(Inventory.RemoveItem(item)) {
+			// 	//UpdateModifiers();
+			// 	print($"[Character.TryDropItem()] {item.Name} dropped. ({Inventory.Items.Count}/{Inventory.Cap})");
+			// 	return true;
+			// }
+			// print($"[Character.TryDropItem()] {item.Name} NOT dropped. ({Inventory.Items.Count}/{Inventory.Cap})");
+			// return false;
 		}
 	}
 
@@ -464,4 +450,181 @@ namespace BigSock {
 		
 	}
 
+
+
+	/*
+		Status effects.
+	*/
+	public partial class Character {
+
+		/*
+			Indicates whether or not the characer is alive.
+		*/
+		public bool Alive { get; private set; } = true;
+		
+		/*
+			How long between each time the character can take damage.
+		*/
+		public TimeSpan IFrameDuration { 
+			get => _iFrameDuration; 
+			private set => _iFrameDuration = value; 
+		}
+		public TimeSpan _iFrameDuration = new TimeSpan(0, 0, 0, 0, 333);
+
+
+
+		/*
+			Is the character stunned.
+		*/
+		public bool IsStunned => NextTimeNotStunned > DateTime.Now;
+
+		/*
+			Stores the next time the character can isn't stunned.
+		*/
+		public DateTime NextTimeNotStunned { get; private set; } = DateTime.Now;
+
+
+
+		/*
+			Is the character visible.
+		*/
+		public bool IsInvisible => NextTimeVisible > DateTime.Now;
+
+		/*
+			Stores the next time the character can recieve damage.
+		*/
+		public DateTime NextTimeVisible { get; private set; } = DateTime.Now;
+
+
+
+		/*
+			Is the character invincible.
+		*/
+		public bool HasIFrames => NextTimeCanTakeDamage > DateTime.Now;
+
+		/*
+			Stores the next time the character can recieve damage.
+		*/
+		public DateTime NextTimeCanTakeDamage { get; private set; } = DateTime.Now;
+		
+
+
+		/*
+			Adds a status effect to the character.
+		*/
+		public bool AddStatusEffect(StatusEffectType statusType, TimeSpan amount) {
+			switch(statusType) {
+				case StatusEffectType.Invincible: return AddIFrames(amount);
+				case StatusEffectType.Invisible:  return AddInvisibility(amount);
+				case StatusEffectType.Stun:       return AddStun(amount);
+				default:                          return false;
+			}
+		}
+
+
+
+		/*
+			Adds Stun for the character.
+		*/
+		public bool AddStun(TimeSpan amount) {
+			// Get when the status effect would expire.
+			var wouldExpire = DateTime.Now + IFrameDuration;
+
+			// Only if that's later than current.
+			if(wouldExpire > NextTimeNotStunned) {
+				// If character currently doesn't have the status effect.
+				if(NextTimeNotStunned < DateTime.Now) {
+					ApplyStun();
+				}
+
+				// Set new time.
+				NextTimeNotStunned = wouldExpire;
+				return true;
+			}
+			return false;
+		}
+		/*
+			Appies Stun to the character.
+		*/
+		private void ApplyStun() {
+			
+		}
+		/*
+			Removes Stun for the character.
+		*/
+		private void RemoveStun() {
+			
+		}
+
+
+
+		/*
+			Adds invisibility for the character.
+		*/
+		public bool AddInvisibility(TimeSpan amount) {
+			// Get when the status effect would expire.
+			var wouldExpire = DateTime.Now + IFrameDuration;
+
+			// Only if that's later than current.
+			if(wouldExpire > NextTimeVisible) {
+				// If character currently doesn't have the status effect.
+				if(NextTimeVisible < DateTime.Now) {
+					ApplyInvisibility();
+				}
+
+				// Set new time.
+				NextTimeVisible = wouldExpire;
+				return true;
+			}
+			return false;
+		}
+		/*
+			Appies invisibility to the character.
+		*/
+		private void ApplyInvisibility() {
+			
+		}
+		/*
+			Removes invisibility for the character.
+		*/
+		private void RemoveInvisibility() {
+			
+		}
+
+
+
+		/*
+			Adds IFrames for the character.
+		*/
+		public bool AddIFrames(TimeSpan amount) {
+			// Get when the IFrames would expire.
+			var nextCanTakeDamage = DateTime.Now + IFrameDuration;
+
+			// Only if that's later than current.
+			if(nextCanTakeDamage > NextTimeCanTakeDamage) {
+				// If character currently doesn't have the status effect.
+				if(NextTimeCanTakeDamage < DateTime.Now) {
+					ApplyIFrames();
+				}
+
+				// Set new time.
+				NextTimeCanTakeDamage = nextCanTakeDamage;
+				return true;
+			}
+			return false;
+		}
+		/*
+			Appies IFrames to the character.
+		*/
+		private void ApplyIFrames() {
+			
+		}
+		/*
+			Removes IFrames for the character.
+		*/
+		private void RemoveIFrames() {
+			
+		}
+
+	}
 }
diff --git a/MrBigsock/Assets/Code/Core/Abilities/AbilityDodge.cs b/MrBigsock/Assets/Code/Core/Abilities/AbilityDodge.cs
new file mode 100644
index 0000000000000000000000000000000000000000..6e2cccfffe11e147abdbf1cab26ef3b55ddb1275
--- /dev/null
+++ b/MrBigsock/Assets/Code/Core/Abilities/AbilityDodge.cs
@@ -0,0 +1,51 @@
+using System.Collections;
+using System;
+using System.Collections.Generic;
+
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+using BigSock.Service;
+
+namespace BigSock {
+
+	/*
+		A basic dodge move that gives a push and a short invincibility.
+	*/
+	public class AbilityDodge : BaseAbility {
+		public static readonly float BASE_FORCE = 0.5f;
+		public static readonly TimeSpan IFRAME_DURATION = new TimeSpan(0, 0, 0, 0, 500);
+		
+		public override ulong Id => 201;
+		public override string Name => "Dodge";
+		public override string Description => "A basic dodge move.";
+
+		public AbilityDodge() {
+			StaminaCost = 4;
+			Cooldown = new TimeSpan(0, 0, 0, 1, 0);
+		}
+
+		/*
+			Activates the ability.
+		*/
+		protected override bool Activate(Character actor, Vector3? target) {
+			if(target == null) return false;
+
+			// Get direction.
+			var temp = (target.Value - actor.transform.position);
+			temp.z = 0;
+			var direction = (Vector2) temp.normalized;
+
+			// Get the force.
+			var force = BASE_FORCE * actor.Stats.MoveSpeed;
+
+			// Apply the push and iframes.
+			actor.KnockBack(force, direction);
+			actor.AddStatusEffect(StatusEffectType.Invincible, IFRAME_DURATION);
+
+			return true;
+		}
+
+	}
+
+}
\ No newline at end of file
diff --git a/MrBigsock/Assets/Code/Core/Abilities/AbilityDodge.cs.meta b/MrBigsock/Assets/Code/Core/Abilities/AbilityDodge.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..e4b53ef25aa2d1a5172738bc2068d8782df2efae
--- /dev/null
+++ b/MrBigsock/Assets/Code/Core/Abilities/AbilityDodge.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: c7c0fcb77471bc0469856ad6f91803c5
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
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diff --git a/MrBigsock/Assets/Code/Core/StatusEffectType.cs b/MrBigsock/Assets/Code/Core/StatusEffectType.cs
new file mode 100644
index 0000000000000000000000000000000000000000..20e6e552562d1f41b8a01bd04b55a620dd8d2ce2
--- /dev/null
+++ b/MrBigsock/Assets/Code/Core/StatusEffectType.cs
@@ -0,0 +1,17 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System.Linq;
+using System;
+
+
+namespace BigSock {
+	/*
+		The different types of status effects.
+	*/
+	public enum StatusEffectType {
+		Invincible  = 0,
+		Invisible   = 1,
+		Stun        = 2,
+	}
+}
\ No newline at end of file
diff --git a/MrBigsock/Assets/Code/Core/StatusEffectType.cs.meta b/MrBigsock/Assets/Code/Core/StatusEffectType.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..ea2656d27374d45bd5d1ebe68305c2b1a07ce8dd
--- /dev/null
+++ b/MrBigsock/Assets/Code/Core/StatusEffectType.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 3b098d33750fa314c975d94a25c5b14f
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
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+  assetBundleVariant: 
diff --git a/MrBigsock/Assets/Code/Item/Base/ActiveItemBase.cs b/MrBigsock/Assets/Code/Item/Base/ActiveItemBase.cs
new file mode 100644
index 0000000000000000000000000000000000000000..f49b48f3f0cbaa962b8f1ee038bac2d687b069a2
--- /dev/null
+++ b/MrBigsock/Assets/Code/Item/Base/ActiveItemBase.cs
@@ -0,0 +1,22 @@
+using System.Collections;
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+
+namespace BigSock.Item {
+
+	/*
+		A class that represents an item that provides passive stat boosts.
+	*/
+	public abstract class ActiveItemBase : ItemBase, IActiveItem {
+		
+		/*
+			The ability the item activates.
+		*/
+		public abstract IAbility Ability { get; }
+
+
+	}
+}
\ No newline at end of file
diff --git a/MrBigsock/Assets/Code/Item/Base/ActiveItemBase.cs.meta b/MrBigsock/Assets/Code/Item/Base/ActiveItemBase.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..17dd2638e2ab8041f8a387ff227732155a341054
--- /dev/null
+++ b/MrBigsock/Assets/Code/Item/Base/ActiveItemBase.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 0e7dc546f6b48824c82371beb01ec593
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/MrBigsock/Assets/Code/Item/Base/ConditionalItemBase.cs b/MrBigsock/Assets/Code/Item/Base/ConditionalItemBase.cs
index 286c2b158acd8f6eef0a88ad9e0f3499be733186..3b9ba9764b075de08cf612aa1752e3eb11283be8 100644
--- a/MrBigsock/Assets/Code/Item/Base/ConditionalItemBase.cs
+++ b/MrBigsock/Assets/Code/Item/Base/ConditionalItemBase.cs
@@ -10,7 +10,7 @@ namespace BigSock.Item {
 	/*
 		A class that represents an item that an effect when a condition is meet.
 	*/
-	public abstract class ConditionalItemBase : ItemBase {
+	public abstract class ConditionalItemBase : ItemBase, IConditionalItem {
 
 		public static readonly System.Random RND = new System.Random();
 
diff --git a/MrBigsock/Assets/Code/Item/Base/IActiveItem.cs b/MrBigsock/Assets/Code/Item/Base/IActiveItem.cs
new file mode 100644
index 0000000000000000000000000000000000000000..4a88b90cba8f55c202d40718493bdc2ac5546d50
--- /dev/null
+++ b/MrBigsock/Assets/Code/Item/Base/IActiveItem.cs
@@ -0,0 +1,20 @@
+using System.Collections;
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+
+namespace BigSock.Item {
+
+	/*
+		An interface for items that needs to be activated manually.
+	*/
+	public interface IActiveItem : IItem {
+		/*
+			The ability the item activates.
+		*/
+		IAbility Ability { get; }
+
+	}
+}
\ No newline at end of file
diff --git a/MrBigsock/Assets/Code/Item/Base/IActiveItem.cs.meta b/MrBigsock/Assets/Code/Item/Base/IActiveItem.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..65657e0e444bfb6387c13fe76117bc48d77e916e
--- /dev/null
+++ b/MrBigsock/Assets/Code/Item/Base/IActiveItem.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 464182374ada7ac47b2d0bbc23232e22
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/MrBigsock/Assets/Code/Item/Base/IConditionalItem.cs b/MrBigsock/Assets/Code/Item/Base/IConditionalItem.cs
new file mode 100644
index 0000000000000000000000000000000000000000..04add95c149c8cf6a6443ad5466110004a4fd2f1
--- /dev/null
+++ b/MrBigsock/Assets/Code/Item/Base/IConditionalItem.cs
@@ -0,0 +1,21 @@
+using System.Collections;
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+
+namespace BigSock.Item {
+
+	/*
+		An interface for items that trigger on a particular condition.
+	*/
+	public interface IConditionalItem : IInactiveItem {
+
+		/*
+			The type of trigger this item uses.
+		*/
+		TriggerType Trigger { get; }
+		
+	}
+}
\ No newline at end of file
diff --git a/MrBigsock/Assets/Code/Item/Base/IConditionalItem.cs.meta b/MrBigsock/Assets/Code/Item/Base/IConditionalItem.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..b744ec586dbc8b64c120545b775fa157d067a789
--- /dev/null
+++ b/MrBigsock/Assets/Code/Item/Base/IConditionalItem.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 7f746e9fa2e053641875903d549b140a
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/MrBigsock/Assets/Code/Item/Base/IInactiveItem.cs b/MrBigsock/Assets/Code/Item/Base/IInactiveItem.cs
new file mode 100644
index 0000000000000000000000000000000000000000..afc9f365541c6293044a42c9232a9304993c4910
--- /dev/null
+++ b/MrBigsock/Assets/Code/Item/Base/IInactiveItem.cs
@@ -0,0 +1,16 @@
+using System.Collections;
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+
+namespace BigSock.Item {
+
+	/*
+		An interface an item that isn't an active item.
+	*/
+	public interface IInactiveItem : IItem {
+
+	}
+}
\ No newline at end of file
diff --git a/MrBigsock/Assets/Code/Item/Base/IInactiveItem.cs.meta b/MrBigsock/Assets/Code/Item/Base/IInactiveItem.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..0819f5f004e7a5e488314634329cb3eb3e5d0af4
--- /dev/null
+++ b/MrBigsock/Assets/Code/Item/Base/IInactiveItem.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 93e248179b4fee8428e39b1579ae6df0
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/MrBigsock/Assets/Code/Item/Base/IPassiveItem.cs b/MrBigsock/Assets/Code/Item/Base/IPassiveItem.cs
new file mode 100644
index 0000000000000000000000000000000000000000..56c2b6ef1656936a4afb57c8f9c7f2ecafc63e2c
--- /dev/null
+++ b/MrBigsock/Assets/Code/Item/Base/IPassiveItem.cs
@@ -0,0 +1,20 @@
+using System.Collections;
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+
+namespace BigSock.Item {
+
+	/*
+		An interface for items that are passive.
+	*/
+	public interface IPassiveItem : IInactiveItem {
+		/*
+			The modifier of the item.
+		*/
+		ICharacterStats Modifier { get; set; }
+
+	}
+}
\ No newline at end of file
diff --git a/MrBigsock/Assets/Code/Item/Base/IPassiveItem.cs.meta b/MrBigsock/Assets/Code/Item/Base/IPassiveItem.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..36821ebd8994b9c1bfac70bcd8bdc15e4a85758b
--- /dev/null
+++ b/MrBigsock/Assets/Code/Item/Base/IPassiveItem.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: a3123e6cdf218144cb7916a122b22aa1
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/MrBigsock/Assets/Code/Item/Base/PassiveItemBase.cs b/MrBigsock/Assets/Code/Item/Base/PassiveItemBase.cs
index 1b09c3b45c9e33bb67790386d61559486ca16d0e..c5a96e9964a3f0b2e0cbde0ea655137a98f84e47 100644
--- a/MrBigsock/Assets/Code/Item/Base/PassiveItemBase.cs
+++ b/MrBigsock/Assets/Code/Item/Base/PassiveItemBase.cs
@@ -10,7 +10,7 @@ namespace BigSock.Item {
 	/*
 		A class that represents an item that provides passive stat boosts.
 	*/
-	public abstract class PassiveItemBase : ItemBase {
+	public abstract class PassiveItemBase : ItemBase, IPassiveItem {
 		/*
 			The modifier of the item.
 		*/
diff --git a/MrBigsock/Assets/Code/Item/Inventory.cs b/MrBigsock/Assets/Code/Item/Inventory.cs
index 8a5b3f2981a3f116b41d677a0ddbced07506e37e..b9b552cc2e8d89cff9fe310912547f69f7a999a1 100644
--- a/MrBigsock/Assets/Code/Item/Inventory.cs
+++ b/MrBigsock/Assets/Code/Item/Inventory.cs
@@ -5,27 +5,129 @@ using UnityEngine;
 using UnityEngine.InputSystem;
 
 
+
+/*
+Notes for using the inventory system:
+	- Ignore most the stuff in there.
+	- You can read the 4 different lists to get what items are there:
+		- Backpack
+		- Accessories
+		- Equipment
+		- Tools
+		- !! DO NOT MODIFY LISTS EXTERNALLY, USE THE METHODS !!
+	- Each list has a corresponding cap.
+		- You can read the cap to see the limit.
+		- You can set the cap to expand/shrink the list. (shrink isn't implemented yet)
+	- How to use:
+		- AddItem()   -- Adds an item to the backpack. 
+		                -- This is used for picking up items.
+		- MoveItem()  -- Moves the item from one position to another. 
+		                -- This is for managing the inventory in the menu.
+		- DropItem()  -- Drops an item from a particular slot. 
+		                -- This is used for when player drops an item in the menu.
+		//- FindItem()-- Finds the position of the item in the inventory. 
+		                -- This is used for when player drops an item in the menu.
+		- I want to add an item to a particular equipment slot.
+		                -- var pos = inv.AddItem(item);
+										-- inv.MoveItem(item, InventoryType.Backpack, pos, InventoryType.Equipment, availablePos);
+*/
+
 namespace BigSock.Item {
 
+	/*
+		The different areas of the inventory.
+	*/
+	public enum InventoryType {
+		Backpack,
+		Tool,
+		Accessory,
+		Equipment,
+	}
+
 	/*
 		An inventory of a character.
 	*/
-	public class Inventory {
+	public partial class Inventory {
+
+
 		/*
-			The items in the inventory.
+			The max number of items the backpack can hold.
 		*/
-		public List<IItem> Items { get; protected set; } = new List<IItem>();
+		public int BackpackCap { 
+			get => Backpack.Count; 
+			set {
+				while(value > Backpack.Count) Backpack.Add(null);
+				// No support for shrinking inventory yet.
+				if(value < Backpack.Count) throw new NotImplementedException(); 
+			} 
+		}
+		/*
+			The part that holds items not in use.
+		*/
+		public List<IItem> Backpack { get; protected set; } = new List<IItem>();
+
 
 		/*
-			The modifier from all the passives.
+			The max number of accessories the user can have on.
 		*/
-		public ICharacterStats Modifier { get; protected set; } = new CharacterStats();
+		public int AccessoriesCap { 
+			get => Accessories.Count; 
+			set {
+				while(value > Accessories.Count) Accessories.Add(null);
+				// No support for shrinking inventory yet.
+				if(value < Accessories.Count) throw new NotImplementedException(); 
+			} 
+		}
+		/*
+			The accessories the user has on.
+				An accessory is put on the user's weapon.
+		*/
+		public List<IInactiveItem> Accessories { get; protected set; } = new List<IInactiveItem>();
 
 
 		/*
-			The max number of items the inventory can hold.
+			The max number of equipment the user can have on.
+		*/
+		public int EquipmentCap { 
+			get => Equipment.Count; 
+			set {
+				while(value > Equipment.Count) Equipment.Add(null);
+				// No support for shrinking inventory yet.
+				if(value < Equipment.Count) throw new NotImplementedException(); 
+			} 
+		}
+		/*
+			The equipment the user has on.
+				Equipment is worn by the user (Clothing, hats, etc).
+		*/
+		public List<IInactiveItem> Equipment { get; protected set; } = new List<IInactiveItem>();
+
+		
+		/*
+			The max number of tools the user can have out.
 		*/
-		public int Cap { get; set; } = 10;
+		public int ToolsCap { 
+			get => Tools.Count; 
+			set {
+				while(value > Tools.Count) Tools.Add(null);
+				// No support for shrinking inventory yet.
+				if(value < Tools.Count) throw new NotImplementedException(); 
+			} 
+		}
+		/*
+			The tools the user has out.
+				A tool is something the user can actively use (The abilities the user can use).
+		*/
+		public List<IActiveItem> Tools { get; protected set; } = new List<IActiveItem>();
+
+
+
+
+		/*
+			The modifier from all the passives.
+		*/
+		public ICharacterStats Modifier { get; protected set; } = new CharacterStats();
+
 
 
 		/*
@@ -34,53 +136,456 @@ namespace BigSock.Item {
 		public Character Owner { get; }
 
 
-		public Inventory(Character owner) {
+		public Inventory(Character owner, int backpackCap = 1, int accessoriesCap = 1, int equipmentCap = 1, int toolsCap = 4) {
 			if(owner == null) throw new ArgumentNullException(paramName: nameof(owner));
 			Owner = owner;
+			BackpackCap = backpackCap;
+			AccessoriesCap = accessoriesCap;
+			EquipmentCap = equipmentCap;
+			ToolsCap = toolsCap;
 		}
 
 
 		/*
 			Adds an item to the inventory and manages changes.
 		*/
-		public bool AddItem(IItem item) {
-			if(Items.Count >= Cap) return false;
-			
-			Items.Add(item);
+		public int AddItem(IItem item) {
+			// Find the first available slot.
+			var pos = FindEmptySlot();
+			if(pos == -1) return pos;
 
-			// Add the passive effects to the modifier.
-			if(item is PassiveItemBase passive) {
-				Modifier = Modifier.Add(passive.Modifier);
-			}
+			Backpack[pos] = item;
 
-			// Add the listener for this item to the owner.
-			else if(item is ConditionalItemBase conditional) {
-				Owner.AddItemListener(conditional);
-			}
-			//! Add ifs to handle the other 2 types of items.
+			// if(Items.Count >= Cap) return false;
+			// 
+			// Items.Add(item);
 
-			return true;
+			// // Add the passive effects to the modifier.
+			// if(item is PassiveItemBase passive) {
+			// 	Modifier = Modifier.Add(passive.Modifier);
+			// }
+
+			// // Add the listener for this item to the owner.
+			// else if(item is ConditionalItemBase conditional) {
+			// 	Owner.AddItemListener(conditional);
+			// }
+			// //! Add ifs to handle the other 2 types of items.
+
+			return pos;
 		}
 
 		/*
 			Removes an item from the inventory and manages changes.
+			!! Depricated, no use method.
 		*/
 		public bool RemoveItem(IItem item) {
-			if(!Items.Remove(item)) return false;
+			throw new NotImplementedException();
+			// if(!Items.Remove(item)) return false;
+			// 
+			// // Remove the passive effects from the modifier.
+			// if(item is PassiveItemBase passive) {
+			// 	Modifier = Modifier.Remove(passive.Modifier);
+			// }
+
+			// // Remove the listener for this item from the owner.
+			// else if(item is ConditionalItemBase conditional) {
+			// 	Owner.RemoveItemListener(conditional);
+			// }
+			// //! Add ifs to handle the other 2 types of items.
+
+			// return true;
+		}
+
+		/*
+			Moves an item from one inventory slot to another.
+		*/
+		public bool MoveItem(IItem item, InventoryType fType, int fPos, InventoryType tType, int tPos) {
+			if(item == null) return false;
+			if(fType == tType && fPos == tPos) return false;
+
+			// Try to remove the item from its original slot.
+			if(!RemoveItem(item, fType, fPos)) return false;
 			
-			// Remove the passive effects from the modifier.
-			if(item is PassiveItemBase passive) {
-				Modifier = Modifier.Remove(passive.Modifier);
+			// Try to add the item to the desired slot.
+			if(!AddItem(item, tType, tPos)) {
+				// Try to add the item back to its original slot.
+				if(!AddItem(item, fType, fPos)) {
+					// If the item was lost to the void.
+					Debug.Log($"[Inventory.MoveItem({item.Id}, {fType}, {fPos}, {tType}, {tPos})] Couldn't return item to its original place.");
+				}
+				return false;
 			}
 
-			// Remove the listener for this item from the owner.
-			else if(item is ConditionalItemBase conditional) {
-				Owner.RemoveItemListener(conditional);
+			return true;
+		}
+
+		/*
+			Drops an item from a given slot.
+		*/
+		public bool DropItem(IItem item, InventoryType iType, int pos) {
+			if(item == null) return false;
+
+			return RemoveItem(item, iType, pos);
+		}
+		
+		/*
+			Find the index of an item in teh inventory.
+		*/
+		//public int FindItem(IItem item, InventoryType iType) {
+		//	List<IItem> lst;
+		//	switch(iType) {
+		//		case InventoryType.Backpack:  lst = (List<IItem>) Backpack;    break;
+		//		case InventoryType.Tool:      lst = (List<IItem>) Tools;       break;
+		//		case InventoryType.Accessory: lst = (List<IItem>) Accessories; break;
+		//		case InventoryType.Equipment: lst = (List<IItem>) Equipment;   break;
+		//		default:                      return -1;
+		//	}
+		//	for(int i = 0; i < lst.Count; ++i)
+		//		if(item == lst[i]) return i;
+		//	return -1;
+		//}
+
+	}
+
+
+
+
+	/*
+		Black magic, gets background stuff to work. 
+		Don't touch it, don't worry about it, for all you care, there are dwarves in the pc that make this work.
+	*/
+	public partial class Inventory {
+
+		/*
+			Finds first empty slot in the backpack.
+			Returns -1 if all full.
+		*/
+		private int FindEmptySlot() {
+			for(int i = 0; i < Backpack.Count; ++i) 
+				if(Backpack[i] == null) return i;
+			return -1;
+		}
+
+
+		/*
+			Code that handles adding of items with effects to areas other than the backpack.
+		*/
+
+
+		private bool AddItem(IItem item, InventoryType iType, int pos) {
+			switch(iType) {
+				case InventoryType.Backpack:  return AddBackpack(item, pos);
+				case InventoryType.Tool:      return AddTool(item, pos);
+				case InventoryType.Accessory: return AddAccessory(item, pos);
+				case InventoryType.Equipment: return AddEquipment(item, pos);
+				default:                      return false;
+			}
+		}
+		private bool RemoveItem(IItem item, InventoryType iType, int pos) {
+			switch(iType) {
+				case InventoryType.Backpack:  return RemoveBackpack(item, pos);
+				case InventoryType.Tool:      return RemoveTool(item, pos);
+				case InventoryType.Accessory: return RemoveAccessory(item, pos);
+				case InventoryType.Equipment: return RemoveEquipment(item, pos);
+				default:                      return false;
 			}
-			//! Add ifs to handle the other 2 types of items.
+		}
 
+
+
+		private bool AddTool(IItem item, int pos) {
+			// Check range
+			if(0 > pos || pos >= Tools.Count) return false;
+			// Check is empty.
+			if(Tools[pos] != null) return false;
+
+			if(item is IActiveItem itm) {
+				Tools[pos] = itm;
+				
+				AddedItem(itm);
+				return true;
+			} else return false;
+		}
+		private bool RemoveTool(IItem item, int pos) {
+			// Check range
+			if(0 > pos || pos >= Tools.Count) return false;
+			// Check is empty.
+			if(Tools[pos] != item) return false;
+
+			Tools[pos] = null;
+			RemovedItem(item);
+			return true;
+		}
+
+		private bool AddBackpack(IItem item, int pos) {
+			// Check range
+			if(0 > pos || pos >= Backpack.Count) return false;
+			// Check is empty.
+			if(Backpack[pos] != null) return false;
+
+			Backpack[pos] = item;
+			return true;
+		}
+		private bool RemoveBackpack(IItem item, int pos) {
+			// Check range
+			if(0 > pos || pos >= Backpack.Count) return false;
+			// Check is empty.
+			if(Backpack[pos] != item) return false;
+
+			Backpack[pos] = null;
 			return true;
 		}
 
+		private bool AddEquipment(IItem item, int pos) {
+			// Check range
+			if(0 > pos || pos >= Equipment.Count) return false;
+			// Check is empty.
+			if(Equipment[pos] != null) return false;
+
+			if(item is IInactiveItem itm) {
+				Equipment[pos] = itm;
+				
+				AddedItem(itm);
+				return true;
+			} else return false;
+		}
+		private bool RemoveEquipment(IItem item, int pos) {
+			// Check range
+			if(0 > pos || pos >= Equipment.Count) return false;
+			// Check is empty.
+			if(Equipment[pos] != item) return false;
+
+			Equipment[pos] = null;
+			RemovedItem(item);
+			return true;
+		}
+
+		private bool AddAccessory(IItem item, int pos) {
+			// Check range
+			if(0 > pos || pos >= Accessories.Count) return false;
+			// Check is empty.
+			if(Accessories[pos] != null) return false;
+
+			if(item is IInactiveItem itm) {
+				Accessories[pos] = itm;
+				
+				AddedItem(itm);
+				return true;
+			} else return false;
+		}
+		private bool RemoveAccessory(IItem item, int pos) {
+			// Check range
+			if(0 > pos || pos >= Accessories.Count) return false;
+			// Check is empty.
+			if(Accessories[pos] != item) return false;
+
+			Accessories[pos] = null;
+			RemovedItem(item);
+			return true;
+		}
+
+
+		/*
+			Code that handles adding of items with effects to areas other than the backpack.
+		*/
+
+		private void AddedItem(IItem item) {
+			if(item is IPassiveItem passive)         AddedItem(passive);
+			if(item is IConditionalItem conditional) AddedItem(conditional);
+			if(item is IActiveItem active)           AddedItem(active);
+		}
+		private void RemovedItem(IItem item) {
+			if(item is IPassiveItem passive)         RemovedItem(passive);
+			if(item is IConditionalItem conditional) RemovedItem(conditional);
+			if(item is IActiveItem active)           RemovedItem(active);
+		}
+
+		private void AddedItem(IPassiveItem item) {
+			Modifier = Modifier.Add(item.Modifier);
+			Owner?.UpdateModifiers();
+		}
+		private void RemovedItem(IPassiveItem item) {
+			Modifier = Modifier.Remove(item.Modifier);
+			Owner?.UpdateModifiers();
+		}
+
+		private void AddedItem(IConditionalItem item) {
+			Owner?.AddItemListener(item);
+		}
+		private void RemovedItem(IConditionalItem item) {
+			Owner?.RemoveItemListener(item);
+		}
+
+		private void AddedItem(IActiveItem item) {
+			//Owner?.UpdateAbilities();
+		}
+		private void RemovedItem(IActiveItem item) {
+			//Owner?.UpdateAbilities();
+		}
 	}
-}
\ No newline at end of file
+
+
+	/*
+	ToDo:
+		- SectionCap.set => Shrink.
+		- Way to extract abilities from the tools. 
+		- Add way to check what inactive slot an item is ment for.
+	*/
+}
+
+/*
+
+	##################################@@@@WWW@@#####@W@W@WWW@########################################################
+	################################WxMWWWMMMMMMMWWMWWW@@WW@@@W@@####################################################
+	##############################@MxMWWWMMMW@@@@WWWWMW@@@@@@@@@@WW@@################################################
+	##############################MMMWWWMWW@@@@@W@@WWWW@@@@#@###@@@@@@W@#############################################
+	############################@xxMMWMWW@@@@@@@@@#@@@W@@@#######@@@@#@@WW@##########################################
+	###########################WMMxWWMMWW@@@@@@@@@#@@@@@@#########@@@##@@@WWW@#######################################
+	#########################@MMMMMWMWWWW@@@@@#@@@@##@@@@############@@@@@@@##@@@####################################
+	#########################WMMWWWWWW@WW@@@@@##@@##@@@@@###########@@@@@######@@WW@#################################
+	########################WMWWWW@WW@@WW@@@@#######@@@@@@##@@@@@@@@@@@@######@##@@WM@###############################
+	####################WxMMMWWWW@@W@@@WWW@@@#@#####@@@@@#@@###@@@@@@@@@@#########@@@@@@@############################
+	##################@MWWWWWWWWW@@@@@@@@@@@#######@@@@@@######@@@WWW@@@################@@@##########################
+	#################@W@@@@W@WWW@@@@@@@@@##########@@@@#######@@@@@@@@@@@@@@##@@@#########@@#########################
+	################@@@@@@@WW@@@@@#@@@@##############@########@@@@@@@@@@###@#@@@@@#######@##@########################
+	###############@W@@WWW@@@@@@@@#@@@@#############@########@@@@@@@@@@##@@##@@@@@@@#####@@@@@@######################
+	##############@W@WWW@W@@@@@@@@#@@@######################@@#@@####@@@@#####@@@@#########@@#W######################
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+	##################@*i;i;;iiii;;;;;;;;;;iiiiiii******+++*******+******+##zz##+##zzzzznxM##########################
+	###################xii;;iiiii;;;;;;;;;;;iii****+*************+++***++##zz#++++#zzznnnx@##########################
+	####################nii;iiiii;;;;;;;;;;;;;ii***ii**i**ii***+*+*+++*++#zz##+++#zzznnnx@###########################
+	####################@*i;;iiii;;;;ii;;;;;;iiiiiiii*iiiiii***++++++**+##zz#+++#zznnnnxW############################
+	#####################xii;;;iii;;;;ii;;;;;;iiiiiiiiiiiiiii**++++#+**+#####++##zznnxxM#############################
+	#######################ii;;;i;;;;;i;;;;;;;;i;;i;iiiiiiii***++++#+**+#z##+####znnxxM##############################
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+	#######################x*iiii;;;;;;;;;;;;;;;;;;;;iiii;i***i**++++++#zz###z#zznxMM@###############################
+	########################n*ii;;;;;;;;;;;;;;;;;;;;;iiiiii******+++++##zz###zznnxxM@################################
+	#########################ziiii;;;;;;;;;;;:;;;;;;;;;;iiii***+*+++++##zz#zznnnxxx@#################################
+	###########################ii;;;;;;;;;;::::;;:;;;;iiiii******++++##zzzzzznnxxM@##################################
+	##########################@+iii;::;:::::::::::;;;i;iiii***+*++++##zzzzzznnxxM@###################################
+	###########################@+ii;::;;;:::::::;:;;;;;;iiii****++++#zzzznnnnxxM#####################################
+	############################M*i;;::::::::::;;;;;;;;;ii******+++##zznnnnnxxM######################################
+	#############################M*i;:::::::::;;;;;;;;;;;i******++zzznnnnnnxxW#######################################
+	##############################Mii;;::::::;;;i;;;;;;;;iiii*+*+##znnnnnnxM@########################################
+	###############################Mi;;;::;;;;;;;i;;;;;;ii*ii**++#zznnnnnx@##########################################
+	################################Mi;;;;:;;;;;;;;;;;;;ii****++#zznnnnxW############################################
+	#################################zi;;;;;i;;;i;;;;;iiiii**+##zznnnM@##############################################
+	##################################x*i;iiiiiiiiiiiiii***+++#zznMW#################################################
+	###################################@z***i******i***++++###znW####################################################
+	#####################################@WMxxxxnz#++++zznxxMM@######################################################
+
+	It just works :)
+
+*/
\ No newline at end of file
diff --git a/MrBigsock/Assets/Code/PlayerController.cs b/MrBigsock/Assets/Code/PlayerController.cs
index 5bc4dba32dfdc8f53bf152d2fa3663c4955abc2d..0846bcf016754b51643f1866165dd5815e2d84a5 100644
--- a/MrBigsock/Assets/Code/PlayerController.cs
+++ b/MrBigsock/Assets/Code/PlayerController.cs
@@ -36,6 +36,7 @@ namespace BigSock {
 
 			protected IAttack _testAttack;
 			protected IAttack _testAttack2;
+			protected IAbility _dodge;
 
 			public DateTime NextTimeCanAttack { get; private set; } = DateTime.Now;
 
@@ -58,13 +59,16 @@ namespace BigSock {
 
 
 				//!! DEBUG: Add item to player at start to test if it works.
-				TryPickUpItem(ItemService.SINGLETON.Get(201));
-				TryPickUpItem(ItemService.SINGLETON.Get(201));
-				TryPickUpItem(ItemService.SINGLETON.Get(202));
-				TryPickUpItem(ItemService.SINGLETON.Get(101));
-				var tmp = PrefabService.SINGLETON;
+				//TryPickUpItem(ItemService.SINGLETON.Get(201));
+				//TryPickUpItem(ItemService.SINGLETON.Get(201));
+				//TryPickUpItem(ItemService.SINGLETON.Get(202));
+				//TryPickUpItem(ItemService.SINGLETON.Get(101));
+
+				//var tmp = PrefabService.SINGLETON;
+
 				_testAttack = (IAttack) AbilityService.SINGLETON.Get(101);
 				_testAttack2 = (IAttack) AbilityService.SINGLETON.Get(102);
+				_dodge = AbilityService.SINGLETON.Get(201);
 			}
 
 
@@ -122,12 +126,20 @@ namespace BigSock {
 					}
 				}
 
+				// If pressed Z: Big attack.
 				if(Input.GetKey(KeyCode.Z)) {
 					_testAttack2.Use(this, Camera.main.ScreenToWorldPoint(Input.mousePosition));
 				}
 
+				// If pressed X: dodge.
+				if(Input.GetKey(KeyCode.X)) {
+					_dodge.Use(this, Camera.main.ScreenToWorldPoint(Input.mousePosition));
+				}
+
+
+
 				//!! Code for testing the new item stuff.
-				if(Input.GetKeyDown(KeyCode.Space)) {
+				if(Input.GetKeyDown(KeyCode.M)) {
 					var item = ItemService.SINGLETON.GetRandom(); // new ItemRunningShoes();
 					TryPickUpItem(item);
 				}
diff --git a/MrBigsock/Assets/Prefabs/Bosses.meta b/MrBigsock/Assets/Prefabs/Bosses.meta
new file mode 100644
index 0000000000000000000000000000000000000000..7b1ca818d1360656106a06cd15c34d06a6ff107c
--- /dev/null
+++ b/MrBigsock/Assets/Prefabs/Bosses.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: a8b050ffd129a85479ea8c52d32cc433
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/MrBigsock/Assets/Prefabs/Bosses/Skeleton_Boss.prefab b/MrBigsock/Assets/Prefabs/Bosses/Skeleton_Boss.prefab
new file mode 100644
index 0000000000000000000000000000000000000000..2d63c2fe3a762a192cc1f917865f59c482ca8b2d
--- /dev/null
+++ b/MrBigsock/Assets/Prefabs/Bosses/Skeleton_Boss.prefab
@@ -0,0 +1,380 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!1 &1433933627902830908
+GameObject:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  serializedVersion: 6
+  m_Component:
+  - component: {fileID: 4160105189502734449}
+  - component: {fileID: 5876884673920654141}
+  - component: {fileID: 3055707651548922511}
+  m_Layer: 3
+  m_Name: MeleeCollider
+  m_TagString: Untagged
+  m_Icon: {fileID: 0}
+  m_NavMeshLayer: 0
+  m_StaticEditorFlags: 0
+  m_IsActive: 1
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