status/FearDamageStatus.cs
using System;
using System.Collections.Generic;
using System.Linq;
using Sandbox;
[Status( 5, 0, 1f, 0, false, typeof( DashFearStatus ), typeof( GrenadeFearStatus ) )]
public class FearDamageStatus : Status
{
public FearDamageStatus()
{
Title = "Fear Damage";
IconPath = "textures/icons/fear_damage.png";
}
public override void Init( Player player )
{
base.Init( player );
}
public override void Refresh()
{
Description = GetDescription( Level );
Player.Modify( this, PlayerStat.FearDamageMultiplier, GetMultForLevel( Level ), ModifierType.Mult );
}
public override string GetDescription( int newLevel )
{
return string.Format( "Deal {0}% more damage to scared enemies", GetPercentForLevel( Level ) );
}
public override string GetUpgradeDescription( int newLevel )
{
return newLevel > 1 ? string.Format( "Deal {0}%→{1}% more damage to scared enemies", GetPercentForLevel( newLevel - 1 ), GetPercentForLevel( newLevel ) ) : GetDescription( newLevel );
}
public float GetMultForLevel( int level )
{
return 1f + (0.35f * level) + (level == 5 ? 0.15f : 0f);
}
public float GetPercentForLevel( int level )
{
return 35 * level + (level == 5 ? 15 : 0);
}
}