Character Stats:

DamagePerSwing means “Bonus” damage per swing. Other damage is calculated from each weapon.
Notable variables:
These will need to be modified to be included into weapon and ability.


New Element (Enum):
Includes one of the following:
- None
- Fire (High Priority)
- Ice (High Priority)
- Shadow (High Priority)
- Light (High Priority)
- Air (Medium Priority)
- Earth (Medium Priority)
- Water (Low Priority)
- Lightning (Low Priority)

Each Element Includes (Struct):
- Icon (Texture)
- Display Name (String)
- Dash Visual (Particle System)
- Dash Sound (Sound Wave)
- Combo 1 (Anim Montage)
- Combo 3 (Anim Montage)
- Combo 6 (Anim Montage)

New Weapon(Enum):
Includes one of the following:
- Sword
- Axe
- Gauntlets
- Spear
- Claws
Each Weapon Includes (Struct):
- Icon (Texture)
- Display Name (String)
- Description (Text)
- Projectile (Actor)
- Combo 0 (Anim Montage)
- Combo 2 (Anim Montage)
- Combo 4 (Anim Montage)
- Combo 5 (Anim Montage)

Ultimate Attack:
Is given to the player in the mid / late game, when they have at least one weapon and one element. The Ultimate attack is a mix of their weapon and element, and is a very rare, strong upgrade.
Element slots and switching:
The player can have up to 2 elements equipped, and can switch between them mid fight.
The player starts with no element, and is given one after clearing the first level.
Rogue-Like Systems:
Main Route: UpgradeStruct - Upgrade Item - Upgrade System - Upgrade UI




In the future, there could be base upgrades, such as:
- Starting with a base element
- Starting with a different weapon
- Starting with higher percentages of getting a certain element
- Starting with higher percentages of getting a certain weapon
Implemented Movesets: