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;
}
}