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

[Status( 4, 0, 1f, 0, false )]
public class DamageMinusBulletsStatus : Status
{
	public DamageMinusBulletsStatus()
	{
		Title = "Consolidate";
		IconPath = "textures/icons/damage_minus_bullets.png";
	}

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

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

		Player.Modify( this, PlayerStat.BulletDamage, GetDamageMultForLevel( Level ), ModifierType.Mult );
		Player.Modify( this, PlayerStat.MaxAmmoCount, -GetAmmoForLevel( Level ), ModifierType.Add );
	}

	public override string GetDescription( int newLevel )
	{
		return string.Format( "Increase bullet damage by {0}% but shoot {1} less ammo per mag", GetDamagePercentForLevel( Level ), GetAmmoForLevel( Level ) );
	}

	public override string GetUpgradeDescription( int newLevel )
	{
		return newLevel > 1 ? string.Format( "Increase bullet damage by {0}%→{1}% but shoot {2}→{3} less ammo per mag", GetDamagePercentForLevel( newLevel - 1 ), GetDamagePercentForLevel( newLevel ), GetAmmoForLevel( newLevel - 1 ), GetAmmoForLevel( newLevel ) ) : GetDescription( newLevel );
	}

	public float GetDamageMultForLevel( int level )
	{
		return 1f + 0.05f + 0.20f * level + (level == 4 ? 0.1f : 0f);
	}

	public float GetDamagePercentForLevel( int level )
	{
		return 5 + 20 * level + (level == 4 ? 10 : 0);
	}

	public float GetAmmoForLevel( int level )
	{
		return level;
	}
}