public static void Item(ICharacters character, List <CreatingItems> buildingitems, int wynik) { switch (wynik) { case 1: { CreatingItems one = buildingitems[0]; if (character.Alchemics >= one.RequiredLevel) { if (character.ListOfItems.Count < 4) { if (one.Price <= character.Money) { character.Money -= one.Price; character.ListOfItems.Add(one.Max); Console.WriteLine("You add to your items health! Now you can use it at attack."); Thread.Sleep(750); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } else { Console.WriteLine("You dont have enought money!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } else { Console.WriteLine("Too many health items! You can own only 4 items!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } else { Console.WriteLine("You don't have required Strength!"); } break; } case 2: { CreatingItems one = buildingitems[1]; if (character.Alchemics >= one.RequiredLevel) { if (character.ListOfItems.Count < 4) { if (one.Price <= character.Money) { character.Money -= one.Price; character.ListOfItems.Add(one.Max); Console.WriteLine("You add to your items health! Now you can use it at attack."); Thread.Sleep(750); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } else { Console.WriteLine("You dont have enought money!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } else { Console.WriteLine("Too many health items! You can own only 4 items!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } break; } case 3: { CreatingItems one = buildingitems[2]; if (character.Alchemics >= one.RequiredLevel) { if (character.ListOfItems.Count < 4) { if (one.Price <= character.Money) { character.Money -= one.Price; character.ListOfItems.Add(one.Max); Console.WriteLine("You add to your items health! Now you can use it at attack."); Thread.Sleep(750); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } else { Console.WriteLine("You dont have enought money!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } else { Console.WriteLine("Too many health items! You can own only 4 items!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } break; } case 4: { CreatingItems one = buildingitems[3]; if (character.Alchemics >= one.RequiredLevel) { if (character.ListOfItems.Count < 4) { if (one.Price <= character.Money) { character.Money -= one.Price; character.ListOfItems.Add(one.Max); Console.WriteLine("You add to your items health! Now you can use it at attack."); Thread.Sleep(750); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } else { Console.WriteLine("You dont have enought money!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } else { Console.WriteLine("Too many health items! You can own only 4 items!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } break; } default: { Console.WriteLine("Wrong Number!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); break; } } }
public static void Armor(ICharacters character, List <CreatingItems> buildingitems, int wynik) { switch (wynik) { case 1: { CreatingItems one = buildingitems[0]; if (character.Durability >= one.Required) { if (one.Price <= character.Money) { character.HeldArmor += one.Max; character.Money -= one.Price; Console.WriteLine("You have: " + character.Money + " money and your armour increase to: " + character.Armor); Thread.Sleep(750); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } else { Console.WriteLine("You dont have enought money!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } else { Console.WriteLine("You don't have enought Strength:( "); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } break; } case 2: { CreatingItems one = buildingitems[1]; if (character.Durability >= one.Required) { if (one.Price <= character.Money) { character.HeldArmor += one.Max; character.Money -= one.Price; Console.WriteLine("You have: " + character.Money + " money and your armour increase to: " + character.Armor); Thread.Sleep(750); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } else { Console.WriteLine("You dont have enought money!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } else { Console.WriteLine("You don't have enought Strength:( "); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } break; } case 3: { CreatingItems one = buildingitems[2]; if (character.Durability >= one.Required) { if (one.Price <= character.Money) { character.HeldArmor += one.Max; character.Money -= one.Price; Console.WriteLine("You have: " + character.Money + " money and your armour increase to: " + character.Armor); Thread.Sleep(750); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } else { Console.WriteLine("You dont have enought money!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } else { Console.WriteLine("You don't have enought Strength:( "); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } break; } case 4: { CreatingItems one = buildingitems[3]; if (character.Durability >= one.Required) { if (one.Price <= character.Money) { character.HeldArmor += one.Max; character.Money -= one.Price; Console.WriteLine("You have: " + character.Money + " money and your armour increase to: " + character.Armor); Thread.Sleep(750); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } else { Console.WriteLine("You dont have enought money!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } else { Console.WriteLine("You don't have enought Strength:( "); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } break; } default: { Console.WriteLine("Wrong Number!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); break; } } }