status/MoreDamageLessHealthStatus.cs
using System;
using System.Collections.Generic;
using System.Linq;
using Sandbox;
[Status(5, 0, 1f, 0, false )]
public class MoreDamageLessHealthStatus : Status
{
public MoreDamageLessHealthStatus()
{
Title = "Crystal Cannon";
IconPath = "textures/icons/more_damage_less_health.png";
}
public override void Init(Player player)
{
base.Init(player);
}
public override void Refresh()
{
Description = GetDescription(Level);
Player.Modify(this, PlayerStat.OverallDamageMultiplier, GetDamageMultForLevel(Level), ModifierType.Mult);
Player.Modify(this, PlayerStat.MaxHp, GetHealthMultForLevel(Level), ModifierType.Mult);
if (Player.Health > Player.Stats[PlayerStat.MaxHp])
Player.Health = Player.Stats[PlayerStat.MaxHp];
}
public override string GetDescription(int newLevel)
{
return string.Format("Deal {0}% more damage but reduce your max health by {1}%", GetDamagePercentForLevel(Level), GetHealthPercentForLevel(Level));
}
public override string GetUpgradeDescription(int newLevel)
{
return newLevel > 1 ? string.Format("Deal {0}%→{1}% more damage but reduce your max health by {2}%→{3}%", GetDamagePercentForLevel(newLevel - 1), GetDamagePercentForLevel(newLevel), GetHealthPercentForLevel(newLevel - 1), GetHealthPercentForLevel(newLevel)) : GetDescription(newLevel);
}
public float GetDamageMultForLevel(int level)
{
return 1f + 0.18f * level;
}
public float GetDamagePercentForLevel(int level)
{
return 18 * level;
}
public float GetHealthMultForLevel(int level)
{
return 1f - 0.13f * level;
}
public float GetHealthPercentForLevel(int level)
{
return 13 * level;
}
}