Static, yet Private, Variables?

I have my script done so that it spawns enemies which the player can fight and they will attack him. The problem is that because the enemies use the same script there's no way to indicate if the player's health has gone down without the collision defining whether he's been hit or not is static. Don't get me? Here's what I mean:

If 2 enemies are attacking the Player, because the hitTime is static, only 1 will hit him.

How can I change it so that both enemies will hit the Player?

Variable

static var hitTimeWeak:boolean = false;

Enemy Script:

function Attack()
{
    isAttacking = true;
    if(isAttacking == true && beingHit == false)
    {
        yield WaitForSeconds(WeakAttackSpeed);
        hitTimeWeak = true;
        animation.CrossFade("attack1");
        yield WaitForSeconds(.5);
        hitTimeWeak = false;
        yield WaitForSeconds(.8);
        animation.Stop();
        hitTimeWeak = false;
        isAttacking = false;
    }else{
        isAttacking = false;
    }
}

Player Getting Hit:

function OnTriggerEnter(hitWeak : Collider)
{
    if(hitWeak.gameObject.tag == "StalfosWeak" && Enemy1.hitTimeWeak == true)
    {
        HealthBar.HEALTH -= 1;
    }
}

You can't use static variables like that; static means that only one instance can ever exist. Don't use static variables unless you mean for that to happen. So remove "static" and just use normal variables, in which case each instance of the script will have its own independent variables.