@tool extends Weapon var acids: Array[String] = ["AcidS", "AcidN", "AcidCl", "AcidP", "AcidC"] func update(to: int, origin: Dictionary, _entity: EntityBase): origin["atk"] += 0.15 * to * soulLevel origin["c-atk"] *= soulLevel origin["cl-atkspeed"] *= soulLevel origin["cl-speed"] *= soulLevel origin["n-atk"] *= soulLevel origin["p-offset"] *= soulLevel origin["s-count-max"] *= soulLevel origin["weakatk"] += 0.075 * to * soulLevel origin["f"] += 15 * (soulLevel - 1) return origin func attack(entity: EntityBase): for bullet in BulletBase.generate( ComponentManager.getBullet("AcidStorm"), entity, entity.findWeaponAnchor("normal"), (get_global_mouse_position() - entity.findWeaponAnchor("normal")).angle(), ): if bullet is AcidStormBullet: bullet.strongAtk = readStore("atk") bullet.weakAtk = readStore("weakatk") bullet.sCountMax = readStore("s-count-max") bullet.nAtk = readStore("n-atk") bullet.clSpeed = readStore("cl-speed") bullet.clAtkSpeed = readStore("cl-atkspeed") bullet.cAtk = readStore("c-atk") bullet.pOffset = readStore("p-offset") bullet.f = readStore("f") return true