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

[Status( 7, 0, 1f, 0, false )]
public class DamageReductionStatus : Status
{
	public DamageReductionStatus()
	{
		Title = "Kevlar";
		IconPath = "textures/icons/kevlar_nanobot.png";
	}

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

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

		Player.Modify( this, PlayerStat.DamageReductionPercent, GetAddForLevel( Level ), ModifierType.Add );
		Player.Modify( this, PlayerStat.MoveSpeed, GetMoveSpeedMultForLevel( Level ), ModifierType.Mult );
	}

	public override string GetDescription( int newLevel )
	{
		return string.Format( "Reduce damage taken by {0}% but reduce move speed by {1}%", GetPercentForLevel( Level ), GetMoveSpeedPercentForLevel( Level ) );
	}

	public override string GetUpgradeDescription( int newLevel )
	{
		return newLevel > 1 ? string.Format( "Reduce damage taken by {0}%→{1}% but reduce move speed by {2}%→{3}%", GetPercentForLevel( newLevel - 1 ), GetPercentForLevel( newLevel ), GetMoveSpeedPercentForLevel( newLevel - 1 ), GetMoveSpeedPercentForLevel( newLevel ) ) : GetDescription( newLevel );
	}

	public float GetAddForLevel( int level )
	{
		return 0.09f * level + (level == 7 ? 0.02f : 0f);
	}

	public float GetPercentForLevel( int level )
	{
		return 9 * level + (level == 7 ? 2 : 0);
	}

	public float GetMoveSpeedMultForLevel( int level ) { return 1f - 0.08f * level; }
	public float GetMoveSpeedPercentForLevel( int level ) { return 8 * level; }
}