EquipableItem( int[] bonusVal, int qual )
    {
        itemBonus = bonusVal;
        switch (qual)
        {
            case 0 : quality = "normal";break;
            case 1 : quality = "uncommun";break;
            case 2 : quality = "rare";break;
            case 3 : quality = "precious";break;
            case 4 : quality = "legendary";break;
            default : quality = "broken";break;
        }
    }