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

[Status( 5, 0, 1f, 0, false, typeof( GrenadeShootReloadStatus ), typeof( FearDropGrenadeStatus ) )]
public class ExplosionDamageStatus : Status
{
	public ExplosionDamageStatus()
	{
		Title = "Explosives Expert";
		IconPath = "textures/icons/explosion_damage.png";
	}

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

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

		Player.Modify( this, PlayerStat.ExplosionDamageMultiplier, GetExplosionMultForLevel( Level ), ModifierType.Mult );
		Player.Modify( this, PlayerStat.BulletDamage, GetBulletMultForLevel( Level ), ModifierType.Mult );
	}

	public override string GetDescription( int newLevel )
	{
		return string.Format( "Your explosions deal {0}% extra damage but your bullets deal {1}% less", GetExplosionPercentForLevel( Level ), GetBulletPercentForLevel( Level ) );
	}

	public override string GetUpgradeDescription( int newLevel )
	{
		return newLevel > 1 ? string.Format( "Your explosions deal {0}%→{1}% extra damage but your bullets deal {2}%→{3}% less", GetExplosionPercentForLevel( newLevel - 1 ), GetExplosionPercentForLevel( newLevel ), GetBulletPercentForLevel( newLevel - 1 ), GetBulletPercentForLevel( newLevel ) ) : GetDescription( newLevel );
	}

	public float GetExplosionMultForLevel( int level ) { return 1f + 0.20f * level; }
	public float GetExplosionPercentForLevel( int level ) { return 20 * level; }
	public float GetBulletMultForLevel( int level ) { return 1f - 0.05f * level; }
	public float GetBulletPercentForLevel( int level ) { return 5 * level; }
}