status/NoDashInvulnDamageStatus.cs
using System;
using System.Collections.Generic;
using System.Linq;
using Sandbox;
[Status(1, 0, 1f, 0, false )]
public class NoDashInvulnDamageStatus : Status
{
public NoDashInvulnDamageStatus()
{
Title = "Overconfidence";
IconPath = "textures/icons/no_dash_invuln_damage_status.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.NoDashInvuln, 1f, ModifierType.Add);
}
public override string GetDescription(int newLevel)
{
return string.Format("Deal {0}% more damage but you're no longer invulnerable while dashing", GetDamagePercentForLevel(Level));
}
public override string GetUpgradeDescription(int newLevel)
{
return newLevel > 1 ? string.Format("Deal {0}%→{1}% more damage but you're no longer invulnerable while dashing", GetDamagePercentForLevel(newLevel - 1), GetDamagePercentForLevel(newLevel)) : GetDescription(newLevel);
}
public float GetDamageMultForLevel(int level)
{
return 1f + 0.25f * level;
}
public float GetDamagePercentForLevel(int level)
{
return 25 * level;
}
}