public Item buyNewItem(int forLevel){
		Random gen = new Random();
		int chance = gen.nextInt(100);
		if(chance<25) //25% chance of a Core
		{
			switch(gen.nextInt(Math.max(2+(forLevel/10),2))){ //A base minimum searchable items, to a maximum of the items
				case 0:
					return new Item("Core", "Trigger", forLevel, setImg("images/core_trigger.png"));
				case 1:
					return new Item("Core", "Handle", forLevel, setImg("images/core_handle.png"));
			}
		} else if(chance <70){ //45% chance of finding an item.
			switch(gen.nextInt(Math.max(4+(forLevel/10) + gen.nextInt(1),5))){  //A base minimum searchable items, to a maximum of the items
				case 0:
					return new Item("Wood", "Pole", forLevel, setImg("images/wood_pole.png"));
				case 1:
					return new Item("Wood", "Connector", forLevel, setImg("images/wood_connector.png"));
				case 2:
					return new Item("Metal", "Pipe", forLevel, setImg("images/metal_pipe.png"));
				case 3:
					return new Item("Metal", "Hallowed-Plate", forLevel, setImg("images/metal_hallowed-plate.png"));
				case 4:
					return new Item("Metal", "Sights", forLevel, setImg("images/metal_sights.png"));
			}
		}
		
		return null; //else a 30% chance of being left with scrap nothing.
	}