A perk definition class for a game, named Preparation. It registers UI metadata (name, icon, descriptions) and applies two player stat modifiers when active: increases overall damage multiplier and decreases reload speed based on perk level.
using System;
using Sandbox;
[Perk( Rarity.Common, locked: true, alwaysOfferDebug: false )]
public class PerkDamageSlowerReload : Perk
{
private enum Mod { OverallDamageMultiplier, ReloadSpeed };
static PerkDamageSlowerReload()
{
Register<PerkDamageSlowerReload>(
name: "Preparation",
imagePath: "textures/icons/vector/overall_damage_slower_reload.png",
description: level => $"+{GetValue( level, Mod.OverallDamageMultiplier, true )}% dmg\n-{GetValue( level, Mod.ReloadSpeed, true )}% reload speed",
upgradeDescription: level => $"+{GetValue( level - 1, Mod.OverallDamageMultiplier, true )}%→{GetValue( level, Mod.OverallDamageMultiplier, true )}% dmg\n-{GetValue( level - 1, Mod.ReloadSpeed, true )}%→-{GetValue( level, Mod.ReloadSpeed, true )}% reload speed"
);
}
public override void Start()
{
base.Start();
ShouldUpdate = true;
}
public override void Refresh()
{
base.Refresh();
// todo: change to non-bullet dmg only?
Player.Modify( this, PlayerStat.OverallDamageMultiplier, GetValue( Level, Mod.OverallDamageMultiplier ), ModifierType.Mult );
Player.Modify( this, PlayerStat.ReloadSpeed, GetValue( Level, Mod.ReloadSpeed ), ModifierType.Mult );
}
private static float GetValue( int level, Mod mod, bool isPercent = false )
{
switch ( mod )
{
case Mod.OverallDamageMultiplier:
default:
return isPercent
? 2f + 6f * level
: 1f + 0.02f + 0.06f * level;
case Mod.ReloadSpeed:
return isPercent
? 4f + 5f * level
: 1f - (0.04f + 0.05f * level);
}
}
}