Inspired by throwable Trophy Stands from Super Smash Bros. Brawl, this idea is for a gun that launches figurine stands at enemies. These figurine stands only deal 1-2 damage per hit, but if the player manages to land a killing blow with it, the monster is much more likely to drop a figurine--as low as a 10% chance, or as high as 100%.
That's...actually not a bad idea, if I can figure out how to code it. I'd already started working on a set of treasure pools for damage type "toymaker", though...
Right. I figured it out when I was looking through the raw files and discovered that unique monsters had a different treasure pool for "bow" damage. So, I created a third type of damage: "toymaker". There's just one problem...since the monsters' treasure pools are listed as a single object with multiple key-value pairs, instead of separate objects with one pair in each, if I do manage to complete this mod, it will not be compatible with any mods that add new damage type-based treasure pools to unique monsters. So that's an issue. Ah-hah, I think I see what you're saying...so like, have a Toy Maker gun that turns enemies into a new resource called Toy Pieces which are used to craft toys, and a separate, perhaps throwable weapon called Figurine Stand which turns low-HP enemies into figurines? Hmm...well, I just looked at the coding for capture pods. Unfortunately, it would be a bit more complex than just copying the coding over and adjusting a few names. Capture pods assign the monster itself to the pod's variables. This item would need to instead pop out a figurine from the monster's treasure pool. The best I could think to do would be to make Figurine Stands an extremely rare and/or expensive item (perhaps costing, say, 100 Solarium Stars to craft?) that does a small/moderate amount of damage and has the figurines-only treasure pool. Or...what if the Figurine Stand is a super-expensive Chakram upgrade that lowers its damage significantly, but makes enemies drop figurines? Although, that might make it too easy...