status/BulletForceStatus.cs
using System;
using System.Collections.Generic;
using System.Linq;
using Sandbox;

//[Status( 5, 0, 1f, 0, false )]
public class BulletForceStatus : Status
{
	public BulletForceStatus()
	{
		Title = "Bullet Force";
		IconPath = "textures/icons/bullet_force.png";
	}

	public override void Init( Player player )
	{
		base.Init( player );
	}

	public override void Refresh()
	{
		Description = GetDescription( Level );

		Player.Modify( this, PlayerStat.BulletForce, GetMultForLevel( Level ), ModifierType.Mult );
		Player.Modify( this, PlayerStat.Recoil, GetRecoilForLevel( Level ), ModifierType.Add );
	}

	public override string GetDescription( int newLevel )
	{
		return string.Format( "Increase bullet knockback by {0}% and add {1} units of recoil", GetPercentForLevel( Level ), PrintRecoilForLevel( Level ) );
	}

	public override string GetUpgradeDescription( int newLevel )
	{
		return newLevel > 1 ? string.Format( "Increase bullet knockback by {0}%→{1}% and add {2}→{3} units of recoil", GetPercentForLevel( newLevel - 1 ), GetPercentForLevel( newLevel ), PrintRecoilForLevel( newLevel - 1 ), PrintRecoilForLevel( newLevel ) ) : GetDescription( newLevel );
	}

	public float GetMultForLevel( int level )
	{
		return 1f + 0.50f * level;
	}

	public float GetPercentForLevel( int level )
	{
		return 50 * level;
	}

	public float GetRecoilForLevel( int level )
	{
		return 0.8f * level;
	}

	public string PrintRecoilForLevel( int level )
	{
		return string.Format( "{0:0.00}", GetRecoilForLevel( level ) );
	}
}