private void instantiateType(){
		gScale = 1;
		switch(type){
		case FIREBALL:
			damageType = DamageType.FIRE;
			damageVal = 1;
			speed = 3;
			restitution = 0.25f;
			break;
		case SPELL:
			damageType = DamageType.DARKMAGIC;
			damageVal = 1;
			speed = 3;
			restitution = 0.25f;
			break;
		case ICE_SPIKE:
			damageType = DamageType.ICE;
			damageVal = 1;
			speed = 2.5f;
			restitution = 0.15f;
			break;
		case ELECTRO_BALL:
			damageType = DamageType.ELECTRO;
			bodyType = BodyType.DynamicBody;
			killType = KillType.BOUNCE;
			shape = "circle";
			damageVal = 1.1f;
			speed = 3.5f;
			restitution = .75f;
			break;
		case BOULDER:
			damageType = DamageType.ROCK;
			bodyType = BodyType.DynamicBody;
			killType = KillType.BOUNCE;
			shape = "circle";
			damageVal = 1.1f;
			restitution = .01f;
			speed = 1.5f;
			gScale = .24f;
			isSensor = false;
			break;
		default:
			damageType = DamageType.PHYSICAL;	
			damageVal = 1;
			speed = 3;
			restitution = 0.25f;
		}
		
		damageVal*=owner.strength;
	}