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

[Status( 4, 0, 1f, 0, false, typeof( FireIgniteStatus ), typeof( DashFireStatus ) )]
public class FireSpreadStatus : Status
{
	public FireSpreadStatus()
	{
		Title = "Wild Fire";
		IconPath = "textures/icons/fire_spread.png";
	}

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

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

		Player.Modify( this, PlayerStat.FireSpreadChance, GetAddForLevel( Level ), ModifierType.Add );
	}

	public override string GetDescription( int newLevel )
	{
		return string.Format( "{0}% chance for your ignited fires to spread on touch", GetPercentForLevel( Level ) );
	}

	public override string GetUpgradeDescription( int newLevel )
	{
		return newLevel > 1 ? string.Format( "{0}%→{1}% chance for your ignited fires to spread on touch", GetPercentForLevel( newLevel - 1 ), GetPercentForLevel( newLevel ) ) : GetDescription( newLevel );
	}

	public float GetAddForLevel( int level )
	{
		return 0.01f + 0.08f * level + (level == 4 ? 0.04f : 0f);
	}

	public float GetPercentForLevel( int level )
	{
		return 1 + 8 * level + (level == 4 ? 4 : 0);
	}
}