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

[Status( 7, 0, 1f, 0, false )]
public class DamageEarlierShotsStatus : Status
{
	public DamageEarlierShotsStatus()
	{
		Title = "Build Up";
		IconPath = "textures/icons/damage_earlier_shots.png";
	}

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

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

		Player.Modify( this, PlayerStat.DamagePerEarlierShot, GetAmountForLevel( Level ), ModifierType.Add );
	}

	public override string GetDescription( int newLevel )
	{
		return string.Format( "Bullets deal {0} more damage for each time you've shot (reset when you reload)", GetPrintAmountForLevel( Level ) );
	}

	public override string GetUpgradeDescription( int newLevel )
	{
		return newLevel > 1 ? string.Format( "Bullets deal {0}→{1} more damage for each time you've shot (reset when you reload)", GetPrintAmountForLevel( newLevel - 1 ), GetPrintAmountForLevel( newLevel ) ) : GetDescription( newLevel );
	}

	public float GetAmountForLevel( int level )
	{
		return 0.1f + level * 0.15f + (level == 7 ? 0.15f : 0f);
	}

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