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;
	}
}