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

[Status( 7, 0, 1f, 0, true )]
public class CurseDashHurtStatus : Status
{
	public CurseDashHurtStatus()
	{
		Title = "Broken Shin";
		IconPath = "textures/icons/curse_dash_hurt.png";
	}

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

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

	public override string GetDescription( int newLevel )
	{
		return string.Format( "{0}% chance to lose {1} HP when you dash", GetPercentForLevel( Level ), GetAmountForLevel( Level ) );
	}

	public override string GetUpgradeDescription( int newLevel )
	{
		return newLevel > 1 ? string.Format( "{0}%→{1}% chance to lose {2}→{3} HP when you dash", GetPercentForLevel( newLevel - 1 ), GetPercentForLevel( newLevel ), GetAmountForLevel( newLevel - 1 ), GetAmountForLevel( newLevel ) ) : GetDescription( newLevel );
	}

	public override void OnDashStarted()
	{
		if(Game.Random.Float(0f, 1f) < GetChanceForLevel( Level ) )
		{
			Player.Damage( GetAmountForLevel( Level ), PlayerDamageType.Self );
			Manager.Instance.PlaySfxNearby( "zombie.attack.player", Player.Position2D, pitch: Game.Random.Float( 1.25f, 1.35f ), volume: 0.9f, maxDist: 3f );
		}
	}

	public float GetChanceForLevel( int level )
	{
		return 0.05f + 0.05f * level;
	}

	public float GetPercentForLevel( int level )
	{
		return 5 + 5 * level;
	}

	public float GetAmountForLevel( int level )
	{
		return 10 * level;
	}
}