public enum WeaponType {Axe, Bow, Chain, Dagger, Swords, PoleArms}
var baseDamage : int;
var duribility : int;
var specialDamage : int;
var statusEffectDamage : statusEffects;
var WeaponType : WeaponType;
enum statusEffects{splinter, crush, bleed, dismemberment}
public class Axe {
private enum AxeClass { trash, weak, common, sharp, durable, fine, epic, slaughterer };
if(WeaponType.Axe) {
if(AxeClass.trash){
baseDamage = 2;
duribility = 5;
specialDamage = 0;
statusEffectDamage = statusEffects.splinter;
}
}
function Awake ()
{
if(statusEffects.splinter)
{
baseDamage += 1;
duribility -= 1;
specialDamage += 1;
}
if(statusEffects.crush)
{
baseDamage -= 1;
duribility -= 1;
specialDamage += 1;
}
if(statusEffects.bleed)
{
baseDamage += 1;
duribility += 1;
specialDamage += 3;
}
if(statusEffects.dismemberment)
{
baseDamage += 10;
duribility += 10;
specialDamage += 30;
}
}
}