 
                 // Only care if it hits the character
                 if monsterAttackStrength > playerAttackStrength {
-                    player.stamina = player.stamina - 2
+                    player!.stamina = player!.stamina - 2
                     combatReadoutTwo.stringValue = "You take another hit..."
                 }
             }


                // Only care if it hits the character
                if monsterAttackStrength > playerAttackStrength {
                    player.stamina = player.stamina - 2
                    combatReadoutTwo.stringValue = "You take another hit..."
                }
            }

    var combatLuckMonster: Int = 0
    var combatLuckOutcome: Int = 0
    var combatLuckCheck: Bool = false
    var dice: [NSImage] = []
    var rollCount: Int = -1
    var packAddFlag: Bool = false

    var savePanel: NSSavePanel? = nil
    var savePath: String = ""

    // MARK: App Lifecycle Functions

    func applicationDidFinishLaunching(_ aNotification: Notification) {

        // Load dice images
        var image: NSImage? = NSImage.init(named: NSImage.Name("one"))
        dice.append(image!)
        image = NSImage.init(named: NSImage.Name("two"))
        dice.append(image!)
        image = NSImage.init(named: NSImage.Name("three"))
        dice.append(image!)
        image = NSImage.init(named: NSImage.Name("four"))
        dice.append(image!)
        image = NSImage.init(named: NSImage.Name("five"))
        dice.append(image!)
        image = NSImage.init(named: NSImage.Name("six"))
        dice.append(image!)

        // Set up pack table view
        packTable.target = self
        //packTable.doubleAction = #selector(tableViewDoubleClick(_:))

        // Select the first tab
        tabs.selectFirstTabViewItem(self)

        // Set up the UI
        initUI()

        // Are we starting a new game?
        if !gameInProgress { showPlayerCreate() }
    }

