extends BulletBase var count: int = 0 var splits: float = 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 + deg_to_rad(splits * randf_range(-1, 1)) ): if i is BulletBase: var dir = Vector2.from_angle(i.rotation).rotated(deg_to_rad(-90)) i.baseDamage = baseDamage i.position += dir * (count - j * 2) * 10 / 2 func ai(): PresetBulletAI.lockLauncher(self, launcher, true)