@tool extends Weapon func update(to, origin, _entity): origin["atk"] += 1 * to * soulLevel origin["count"] = 1 * soulLevel origin["split"] /= 1 + 0.005 * to * soulLevel return origin func attack(entity: EntityBase): for i in BulletBase.generate(ComponentManager.getBullet("ChainGun"), entity, entity.texture.global_position, (get_global_mouse_position() - entity.texture.global_position).angle()): if i is BulletBase: i.baseDamage = readStore("atk") i.count = floor(readStore("count")) i.splits = readStore("split") return true