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Báo cáo lỗi dịch thuật
Give heddiff with severity type command
`PSY_CompProperties_AbilityGiveHediff : CompProperties_AbilityGiveHediff`
`PSY_CompAbilityEffect_GiveHediff : CompAbilityEffect_GiveHediff`
I believe we can call the base classes and then add a line to the properties def, the ability effect def, and the xml def for the psycast where comps are listed all handling the severity increment.
It may be as simple as calling += 1 on the severity, but it is possible we'll have to add just a little more code to get the existing value so we can increase it to the correct value. Let me know if you'd me to help you implement this further.
`public static void ChangePsylinkLevel(this Pawn pawn, int levelOffset, bool sendLetter = true)`
That can be inserted into the method connected to the property `Props.replaceExisting` which, if followed by a short circuit, would handle the psylink incrementation seamlessly