public void DecreaseStatus(LivingClass user)
 {
     user.Accuracy    -= Accuracy;
     user.Attack      -= Attack;
     user.Defense     -= Defense;
     user.MagicAttack -= MagicAttack;
     user.Defense     -= Defense;
     user.Speed       -= Speed;
 }
    //Status Modification


    public void IncreaseStatus(LivingClass user)
    {
        Debug.Log(user);
        user.Accuracy    += Accuracy;
        user.Attack      += Attack;
        user.Defense     += Defense;
        user.MagicAttack += MagicAttack;
        user.Defense     += Defense;
        user.Speed       += Speed;
    }
    //Quantity Zone

    public bool Equip(LivingClass user)
    {
        if (quantity > 0)
        {
            IncreaseStatus(user);
            quantity--;
            return(true);
        }
        else
        {
            Debug.LogError("There is no equipment in inventory");
            return(false);
        }
    }
 public void UnEquip(LivingClass user)
 {
     quantity++;
 }
 public void AddOptions(LivingClass user)
 {
 }
 public void IncreaseSpeed(LivingClass user)
 {
     user.Speed += Speed;
 }
 public void IncreaseMagicDefense(LivingClass user)
 {
     user.Defense += Defense;
 }
 public void IncreaseMagicAttack(LivingClass user)
 {
     user.MagicAttack += MagicAttack;
 }
 public void IncreaseAttack(LivingClass user)
 {
     user.Attack += Attack;
 }
 public void IncreaseAccuracy(LivingClass user)
 {
     user.Accuracy += Accuracy;
 }