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

[Status( 5, 0, 1f, 0, false, typeof( GrenadeShootReloadStatus ), typeof( FearDropGrenadeStatus ) )]
public class ExplosionDmgReductionStatus : Status
{
	public ExplosionDmgReductionStatus()
	{
		Title = "Bombproof Armor";
		IconPath = "textures/icons/explosion_dmg_reduction.png";
	}

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

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

		Player.Modify( this, PlayerStat.ExplosionDamageReductionPercent, GetReductionAddForLevel( Level ), ModifierType.Add );
		Player.Modify( this, PlayerStat.NonExplosionDamageIncreasePercent, GetIncreaseAddForLevel( Level ), ModifierType.Add );
	}

	public override string GetDescription( int newLevel )
	{
		return string.Format( "You take {0}% less damage from explosions but {1}% more from non-explosions", GetReductionPercentForLevel( Level ), GetIncreasePercentForLevel( Level ) );
	}

	public override string GetUpgradeDescription( int newLevel )
	{
		return newLevel > 1 ? string.Format( "You take {0}%→{1}% less explosion damage but {2}%→{3}% more from non-explosions", GetReductionPercentForLevel( newLevel - 1 ), GetReductionPercentForLevel( newLevel ), GetIncreasePercentForLevel( newLevel - 1 ), GetIncreasePercentForLevel( newLevel ) ) : GetDescription( newLevel );
	}

	public float GetReductionAddForLevel( int level ) { return 0.17f * level; }
	public float GetReductionPercentForLevel( int level ) { return 17 * level; }
	public float GetIncreaseAddForLevel( int level ) { return 0.02f * level; }
	public float GetIncreasePercentForLevel( int level ) { return 2 * level; }
}