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; }
}