extends BulletBase var count: int = 1 var splits: float = 10.0 @onready var anchor: Node2D = $"%anchor" func spawn(): for j in count: for i in BulletBase.generate(ComponentManager.getBullet("PurpleCrystalSmall"), launcher, anchor.global_position, rotation): i.damage = damage var dir = Vector2.from_angle(i.rotation).rotated(deg_to_rad(-90)) i.global_position += dir * (count - j * 2) * splits / 2 func ai(): PresetBulletAI.lockLauncher(self, launcher, true)