For weapons you'd print to the screen, "You equiped the #weapon#", for armor, you print to the screen " You put on the #armor#."
This is how I'd do it but It is not the only way to do it.
I Usually don't dabble to much with properties, so maybe someone else can help you better with that question.
But here is how I'd do it, First Armor and Weapons shouldn't use the same command.
Weapons you'd "equip", armor you'd "put on"
so if I type: Equip claymore, set the flag to on, romove claymore from inventory to a hidden room, replace it
with an equiped version of the claymore but the name is: Clamore(equiped) or Claymore(E).
If you type: unequip claymore then romove Claymore(E) to the hidden room, replace it with the other Claymore
that was there before, and set flag to off.
Use another variable called #weapon#, so that you can print to the screen: You just equiped the #weapon#!
This way when the weapon is equiped just Change the #weapon# var to Claymore for example.
Some people would argue that you don't need to use such a var like #weapon#, but I'd use it to shorten my work
and so it can be display easily if you so choose.
also You need to make sure the player has the Claymore in his Inventory, not just on the ground in the room, so each Armor, weapon will
have two flags, one to check if it's in Inventory, one to check if It's not already equiped.
So lets say I typed: equip claymore
IF hasClaymore flag "IS" set then
IF equipClaymore flag is "NOT" set then
Set equipClaymore flag to on
Move Claymore object from inventory and put it in the Hidden room
Give to the player the object: Claymore(E)
Change the var #weapon# put in it "Claymore"
Print to the screen: You equiped the #weapon#!
ELSE equipClaymore flag is already on
Print "You already have the #weapon# equiped.
ELSE hasClaymore flag is "NOT" set then
You are not carrying a Claymore!"in red print"
Also make it so when the player picks up the weapon from the ground, the hasClaymore flag turns
on so the game knows the player has it.
Not sure if this helped you or made it more confusing LOL