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

[Status(4, 0, 0.8f, 0, false )]
public class PiercingStatus : Status
{
	public PiercingStatus()
    {
		Title = "Piercing";
		IconPath = "textures/icons/piercing.png";
	}

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

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

		Player.Modify(this, PlayerStat.BulletNumPiercing, GetNumPiercingForLevel(Level), ModifierType.Add);
		Player.Modify(this, PlayerStat.BulletDamage, GetDamageMultForLevel(Level), ModifierType.Mult);
	}

	public override string GetDescription(int newLevel)
	{
		return string.Format("Increase bullet pierces by {0} but reduce bullet dmg by {1}%", GetNumPiercingForLevel(Level), GetDamagePercentForLevel(Level));
	}

	public override string GetUpgradeDescription(int newLevel)
    {
		return newLevel > 1 ? string.Format("Increase bullet pierces by {0}→{1} but reduce bullet dmg by {2}%→{3}%", GetNumPiercingForLevel(newLevel - 1), GetNumPiercingForLevel(newLevel), GetDamagePercentForLevel(newLevel - 1), GetDamagePercentForLevel(newLevel)) : GetDescription(newLevel);
	}

	public float GetNumPiercingForLevel(int level)
	{
		return level;
	}

	public float GetDamageMultForLevel(int level)
	{
		switch ( level )
		{
			case 1: return 0.65f;
			case 2: return 0.48f;
			case 3: return 0.35f;
			case 4: return 0.25f;
		}

		//if(Manager.Instance.Difficulty < 0)
		//{
		//	switch ( level )
		//	{
		//		case 1: return 0.75f;
		//		case 2: return 0.6f;
		//		case 3: return 0.5f;
		//		case 4: return 0.4f;
		//	}
		//}
		//else if ( Manager.Instance.Difficulty == 0)
		//{
		//	switch ( level )
		//	{
		//		case 1: return 0.7f;
		//		case 2: return 0.55f;
		//		case 3: return 0.45f;
		//		case 4: return 0.35f;
		//	}
		//}
		//else
		//{
		//	switch ( level )
		//	{
		//		case 1: return 0.6f;
		//		case 2: return 0.45f;
		//		case 3: return 0.3f;
		//		case 4: return 0.2f;
		//	}
		//}

		return 1f;
	}

	public float GetDamagePercentForLevel(int level)
	{
		switch (level)
		{
			case 1: return 35f;
			case 2: return 52f;
			case 3: return 65f;
			case 4: return 75f;
		}

		//if ( Manager.Instance.Difficulty < 0 )
		//{
		//	switch ( level )
		//	{
		//		case 1: return 25f;
		//		case 2: return 40f;
		//		case 3: return 50f;
		//		case 4: return 60f;
		//	}
		//}
		//else if ( Manager.Instance.Difficulty == 0 )
		//{
		//	switch ( level )
		//	{
		//		case 1: return 30f;
		//		case 2: return 45f;
		//		case 3: return 55f;
		//		case 4: return 65f;
		//	}
		//}
		//else
		//{
		//	switch ( level )
		//	{
		//		case 1: return 40f;
		//		case 2: return 55f;
		//		case 3: return 70f;
		//		case 4: return 80f;
		//	}
		//}

		return 1f;
    }
}