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; }
}