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In the code I copy the default damage def of the bullet, and multiply its damage by (0.1 * X) where X is the number of stacks on the pawn. Once that is done I override the damage def of the bullet with my new custom one. This all gets calculated when the bullet impacts something, so the in-game stats wont reflect the change in damage.
I try to use rat king for four pawns, and checked rat pack has activated as three stack.
But there is no difference stat of rat king, like for DPS.
Is this bug or other issue for my modded rimworld?
fox5859, There is always hope I create more exotics! I am just slow after the 1.6 update since I am having fun doing non-rimworld stuff.
Professor Bonkers, if I have some more inspiration I will totally do the Vexcalibur, I love glaives in the main game and it would be super cool to see one in rimworld!
The idea for Euphony was focusing on its main effect - "sustained damage (i guess something similar to what you already have for Polaris Lance as well) will spawn threadlings. Threadling spam would be really fun, although i wonder how it would work here as i haven't touched rimworld modding myself yet. Would they be pawns? projectiles? i dunno!
as for Vexcalibur - really just a glaive of some kind and that's one of the neater looking exotics so i imagine it might be fun to draw lol. I was thinking something somewhat similar to VWE-Bioferrite's Piercer rifle; a ranged weapon but with a good melee. Turn that up a notch and make it a really good melee weapon that has the capability of doing ranged attacks. You could add a shield but idk