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

[Status( 3, 0, 0.7f, 0, false )]
public class BulletInaccuracyStatus : Status
{
	public BulletInaccuracyStatus()
	{
		Title = "Steady Hand";
		IconPath = "textures/icons/bullet_accuracy.png";
	}

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

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

		Player.Modify( this, PlayerStat.BulletInaccuracy, GetInaccuracyMultForLevel( Level ), ModifierType.Mult );
		Player.Modify( this, PlayerStat.BulletSpeed, GetSpeedMultForLevel( Level ), ModifierType.Mult );
	}

	public override string GetDescription( int newLevel )
	{
		return string.Format( "{0}% less bullet inaccuracy and {1}% faster bullets", GetInaccuracyPercentForLevel( Level ), GetSpeedPercentForLevel( Level ) );
	}

	public override string GetUpgradeDescription( int newLevel )
	{
		return newLevel > 1 ? string.Format( "{0}%→{1}% less bullet inaccuracy and {1}%→{2}% faster bullets", GetInaccuracyPercentForLevel( newLevel - 1 ), GetInaccuracyPercentForLevel( newLevel ), GetSpeedPercentForLevel( newLevel - 1 ), GetSpeedPercentForLevel( newLevel ) ) : GetDescription( newLevel );
	}

	public float GetInaccuracyMultForLevel( int level )
	{
		return level == 1 ? 0.70f : (level == 2 ? 0.40f : 0f);
	}

	public float GetInaccuracyPercentForLevel( int level )
	{
		return level == 1 ? 30 : (level == 2 ? 60 : 100);
	}

	public float GetSpeedMultForLevel( int level )
	{
		return 1f + 0.15f * level + (level == 3 ? 0.1f : 0f);
	}

	public float GetSpeedPercentForLevel( int level )
	{
		return 15 * level + (level == 3 ? 10 : 0);
	}
}