status/BulletHealTeammateStatus.cs
using System;
using System.Collections.Generic;
using System.Linq;
using Sandbox;
/*[Status( 7, 0, 1f, 0, false )]*/
public class BulletHealTeammateStatus : Status
{
public BulletHealTeammateStatus()
{
Title = "Healing Darts";
IconPath = "textures/icons/bullet_heal_teammate.png";
}
public override void Init( Player player )
{
base.Init( player );
}
public override void Refresh()
{
Description = GetDescription( Level );
Player.Modify( this, PlayerStat.BulletHealTeammateAmount, GetAddForLevel( Level ), ModifierType.Add );
Player.Modify( this, PlayerStat.OverallDamageMultiplier, GetDamageMultForLevel( Level ), ModifierType.Mult );
}
public override string GetDescription( int newLevel )
{
return string.Format( "Your bullets heal allies for {0} HP but you deal {1}% less damage", GetPrintForLevel( Level ), GetDamagePercentForLevel( Level ) );
}
public override string GetUpgradeDescription( int newLevel )
{
return newLevel > 1 ? string.Format( "Your bullets heal allies for {0}→{1} HP but you deal {2}%→{3}% less damage", GetPrintForLevel( newLevel - 1 ), GetPrintForLevel( newLevel ), GetDamagePercentForLevel( newLevel - 1 ), GetDamagePercentForLevel( newLevel ) ) : GetDescription( newLevel );
}
public float GetAddForLevel( int level )
{
return 0.6f * level;
}
public string GetPrintForLevel( int level )
{
return string.Format( "{0:0.00}", GetAddForLevel( level ) );
}
public float GetDamageMultForLevel( int level )
{
return 1f - 0.05f * level;
}
public float GetDamagePercentForLevel( int level )
{
return 5 * level;
}
}