public int HasStrBuff(Player player)
 {
     if (player.HasObject("Axe") == true)
     {
         if (player.HasObject("Sword") == true)
         {
             Console.WriteLine("The axe is better than your sword.\nYou decide to drop your sword.");
             player.DropItem("Sword");
         }
         if (player.HasObject("Dagger") == true)
         {
             Console.WriteLine("The axe is better than your dagger.\nYou decide to drop your dagger.");
             player.DropItem("Dagger");
         }
         return(player.str = 6);
     }
     else if (player.HasObject("Sword") == true)
     {
         if (player.HasObject("Dagger") == true)
         {
             Console.WriteLine("The sword is better than your dagger.\nYou decide to drop your dagger.");
             player.DropItem("Dagger");
         }
         return(player.str = 4);
     }
     else if (player.HasObject("Dagger") == true)
     {
         return(player.str = 2);
     }
     else
     {
         return(player.str = 1);
     }
 }
 public int HasArmBuff(Player player)
 {
     if (player.HasObject("Steel Armour") == true)
     {
         if (player.HasObject("Iron Armour") == true)
         {
             Console.WriteLine("Steel armour is better than iron armour.\nYou decide to leave the iron armour behind");
             player.DropItem("Iron Armour");
         }
         if (player.HasObject("Leather Armour") == true)
         {
             Console.WriteLine("Steel armour is better than leather armour.\nYou decide to leave the leather armour behind");
             player.DropItem("Leather Armour");
         }
         return(player.armour = 6);
     }
     else if (player.HasObject("Iron Armour") == true)
     {
         if (player.HasObject("Leather Armour") == true)
         {
             Console.WriteLine("Iron armour is better than leather armour.\nYou decide to leave the leather armour behind");
             player.DropItem("Leather Armour");
         }
         return(player.armour = 4);
     }
     else if (player.HasObject("Leather Armour") == true)
     {
         return(player.armour = 2);
     }
     else
     {
         return(player.armour = 0);
     }
 }
        public int HealPlayer(Player player)
        {
            int menuchoice = 0;

            while (menuchoice != 3)
            {
                Console.Clear();
                Console.WriteLine("Which potion do you want to use?");
                Console.WriteLine("If no potions show up, that means you are at full health.");
                if (player.HasObject("Strong Health Potion") == true && player.health < 100)
                {
                    Console.WriteLine("1. Strong Health Potion (Heals 50 hitpoints)");
                }
                if (player.HasObject("Weak Health Potion") == true && player.health < 100)
                {
                    Console.WriteLine("2. Weak Health Potion (Heals 25 hitpoints)");
                }
                Console.WriteLine("3. Exit");
                try
                {
                    menuchoice = int.Parse(Console.ReadLine());
                }
                catch (Exception) { }

                switch (menuchoice)
                {
                case 1:
                    if (player.HasObject("Strong Health Potion") == true && player.health < 100)
                    {
                        Console.WriteLine("You drink the health potion. You feel invigorated.");
                        player.DropItem("Strong Health Potion");
                        return(player.health += 50);
                    }
                    break;

                case 2:
                    if (player.HasObject("Weak Health Potion") == true && player.health < 100)
                    {
                        Console.WriteLine("You drink the health potion. You feel slightly invigorated.");
                        player.DropItem("Weak Health Potion");
                        return(player.health += 25);
                    }
                    break;

                case 3:
                    break;
                }
            }
            return(player.health += 0);
        }