//this equips the item and adds modifications to stats
        public void equipItem(EquippableItem p)
        {
            p.activateEquipEffects(true);
            //add code to modify stats when item is equipped, by looking at effect. - DONE
            if (p.GetType().Equals(typeof(Weapon))) //tests if this is a weapon
            {
                if (weapon.Length > 0 && getWeapon() != p)
                    dequipItem(getWeapon()); //dequips current item
                weapon = p.getHash(); //sets item equipped
                return;
            }

            switch (p.getEquipSlot())
            {
                case EquipSlot.BOOTS:
                    if (boots.Length > 0 && getBoots() != p)
                        dequipItem(getBoots()); //dequips current item
                    boots = p.getHash(); //sets item equipped
                    break;
                case EquipSlot.CHEST:
                    if (chest.Length > 0 && getChest() != p)
                        dequipItem(getChest());
                    chest = p.getHash(); //sets item equipped
                    break;
                case EquipSlot.HELM:
                    if (helm.Length > 0 && getHelm() != p)
                        dequipItem(getHelm()); //dequips current item
                    helm = p.getHash(); //sets item equipped
                    break;
                case EquipSlot.LEGS:
                    if (legs.Length > 0 && getLegs() != p)
                        dequipItem(getLegs()); //dequips current item
                    legs = p.getHash(); //sets item equipped
                    break;
                default:
                    break;
            }
        }
 //This dequips the item and removes any modifications made to current stats
 public void dequipItem(EquippableItem p)
 {
     //add code to modify stats - DONE
     if (p != null)
         if (isItemEquipped(p))
         {
             p.activateEquipEffects(false);
         }
 }