status/FearDrainStatus.cs
using System;
using System.Collections.Generic;
using System.Linq;
using Sandbox;
[Status( 7, 0, 1f, 0, false, typeof( DashFearStatus ), typeof( GrenadeFearStatus ) )]
public class FearDrainStatus : Status
{
public FearDrainStatus()
{
Title = "Soul Drainer";
IconPath = "textures/icons/fear_drain.png";
}
public override void Init( Player player )
{
base.Init( player );
}
public override void Refresh()
{
Description = GetDescription( Level );
Player.Modify( this, PlayerStat.FearDrainPercent, GetAddForLevel( Level ), ModifierType.Add );
}
public override string GetDescription( int newLevel )
{
return string.Format( "You heal for {0}% of the damage you do to scared enemies", GetPercentForLevel( Level ) );
}
public override string GetUpgradeDescription( int newLevel )
{
return newLevel > 1 ? string.Format( "You heal for {0}%→{1}% of the damage you do to scared enemies", GetPercentForLevel( newLevel - 1 ), GetPercentForLevel( newLevel ) ) : GetDescription( newLevel );
}
public float GetAddForLevel( int level )
{
return 0.01f + level * 0.04f + (level == 7 ? 0.01f : 0f);
}
public float GetPercentForLevel( int level )
{
return 1 + level * 4 + (level == 7 ? 1 : 0);
}
}