public void ShowSelectedItemInfo() { string text = ItemInfoBox.Text; if (pos < usedInventory.GetItemSlots().Count) { Item selected = usedInventory.GetItemSlots()[pos].GetItem(); if (selected.GetID() != 0) { if (selected is Equipable) { text += "Equipable"; } else { text += "Consumable"; } text += " item\nName: " + selected.GetName() + "\nDescription: " + selected.GetDescription(); if (selected is Equipable) { Equipable it = (Equipable)selected; int n = it.GetMainType(); text += "\nType: "; if (n == 1) { text += "Weapon"; int m = it.GetSubType(); switch (m) { case 1: text += "\nClass: Sword"; break; case 2: text += "\nClass: Axe"; break; case 3: text += "\nClass: Dagger"; break; default: text += "\nClass: Staff"; break; } text += "\nBase damage: " + it.GetPower(); } else if (n == 2) { text += "Shield"; } else { text += "Armor\nDeflects: " + it.GetPower() + "% Damage"; } } else { Consumable it = (Consumable)selected; if (it.GetHealthChange() > 0) { text += "\nHeals " + it.GetHealthChange() + " health."; } if (it.GetManaChange() > 0) { text += "\nRestores " + it.GetManaChange() + " mana."; } } } text += "\nPrice: " + selected.GetPrice() + " Gold"; } else { text = "Unavailable item selected!"; } ItemInfoBox.Text = text; }