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

[Status( 5, 0, 0.5f, 0, false, typeof( FireIgniteStatus ), typeof( DashFireStatus ) )]
public class FreezeBurnStatus : Status
{
	public FreezeBurnStatus()
	{
		Title = "Freezer Burn";
		IconPath = "textures/icons/freeze_burn.png";
	}

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

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

		Player.Modify( this, PlayerStat.FreezeFireDamageMultiplier, GetMultForLevel( Level ), ModifierType.Mult );
	}

	public override string GetDescription( int newLevel )
	{
		return string.Format( "Deal {0}% more fire damage to frozen enemies", GetPercentForLevel( Level ) );
	}

	public override string GetUpgradeDescription( int newLevel )
	{
		return newLevel > 1 ? string.Format( "Deal {0}%→{1}% more fire damage to frozen enemies", GetPercentForLevel( newLevel - 1 ), GetPercentForLevel( newLevel ) ) : GetDescription( newLevel );
	}

	public float GetMultForLevel( int level )
	{
		return 1f + (0.30f * level) + (level == 5 ? 0.3f : 0f);
	}

	public float GetPercentForLevel( int level )
	{
		return 30 * level + (level == 5 ? 30 : 0);
	}
}