//Gold Axe - Renounce4

var Axe_Damage = 10 //The amount of damage the axe will do (4 = 1 heart)
var Axe_Range = 2 //How far the axe will reach when swung
var Axe_CoolDown = 1 //Time, in seconds, that the player must wait between axe swings
var Axe_KnockBack = 3 //How far back the hit entity is thrown (Not in blocks, test various values till you find what you want)
var Axe_FireAspect = 0 //How long the hit entity will be on fire for, in seconds
var Axe_IceAspect = 0 //How long the hit entity will be frozen for, in seconds
var Axe_MagicCost = 0 //How much magic it costs to use

//If the MagicCost variable is:
//Greater than 0:(Requires the current version of my Magic Meter Script) This is the amount of magic it will cost for the use of the Fire/Ice aspects. If the player doesn't have enough magic, they can still attack, just without the fire/ice aspect.
//0:(Does not require the current version of my Magic Meter Script) This means no magic will ever be used.
//Less then 0:(Requires the current version of my Magic Meter Script) The absolute value of this is the amount of magic it will cost for the use of the actual axe. When the player doesn't have enough magic, the axe can not be used.

AxeAttack()