Example #1
0
        public static void Parse(string command)
        {
            switch (command)
            {
            case "cancel":
                GM.subPhase = "None";
                break;

            case "inventory":
                Console.Clear();
                DM.ShowInventory(GM.player);
                break;

            case "stats":
                Console.Clear();
                DM.ShowStats(GM.player);
                break;

            case "help":
                Console.Clear();
                Console.WriteLine(@"
cancel - Stops equiping
inventory - Displays your inventory
stats - Displays your stats
next - Move to the next room");
                break;

            default:
                Console.Clear();

                string isItem = IvM.IsInputItem(command);
                if (isItem == "None")
                {
                    Console.Clear();
                    Console.WriteLine("\nType 'help' to view all commands");
                }
                else if (isItem == "Armour" || isItem == "Item")
                {
                    GM.subPhase = "SlotSelection";
                }
                else
                {
                    GM.subPhase = "None";
                }
                break;
            }
        }
Example #2
0
        public static void Parse(string command)
        {
            switch (command)
            {
            case "1":
                if (GM.equipType == "Armour")
                {
                    IvM.CheckAlreadyEquipped(GM.equipObject, "Armour");
                    GM.player.ArmourSlotOne = (Armour)(GM.equipObject);
                    GM.subPhase             = "None";
                    Console.Clear();
                }
                else if (GM.equipType == "Item")
                {
                    IvM.CheckAlreadyEquipped(GM.equipObject, "Item");
                    GM.player.ItemSlotOne = (Item)(GM.equipObject);
                    IvM.CheckItemEffects("Equipped", ((Item)(GM.equipObject)));
                    GM.subPhase = "None";
                    Console.Clear();
                }
                break;

            case "2":
                if (GM.equipType == "Armour")
                {
                    IvM.CheckAlreadyEquipped(GM.equipObject, "Armour");
                    GM.player.ArmourSlotTwo = (Armour)(GM.equipObject);
                    GM.subPhase             = "None";
                    Console.Clear();
                }
                else if (GM.equipType == "Item")
                {
                    IvM.CheckAlreadyEquipped(GM.equipObject, "Item");
                    GM.player.ItemSlotTwo = (Item)(GM.equipObject);
                    IvM.CheckItemEffects("Equipped", ((Item)(GM.equipObject)));
                    GM.subPhase = "None";
                    Console.Clear();
                }
                break;

            case "3":
                if (GM.equipType == "Armour")
                {
                    IvM.CheckAlreadyEquipped(GM.equipObject, "Armour");
                    GM.player.ArmourSlotThree = (Armour)(GM.equipObject);
                    GM.subPhase = "None";
                    Console.Clear();
                }
                else if (GM.equipType == "Item")
                {
                    IvM.CheckAlreadyEquipped(GM.equipObject, "Item");
                    GM.player.ItemSlotThree = (Item)(GM.equipObject);
                    IvM.CheckItemEffects("Equipped", ((Item)(GM.equipObject)));
                    GM.subPhase = "None";
                    Console.Clear();
                }
                break;

            default:
                Console.Clear();
                GM.subPhase = "Equipping";
                break;
            }
        }