#<HoppinBeety>

| |  | || ____|| | | || |  | || |  | |
| |  | || | __ | \_/ || |  | || |  | |
| |  | || ||_ | \   / | |  | || |  | |
| |__| || |_| |  | |  | |__| || |__| |
|______||_____|  |_|  |______||______|

Makes the Bouncing Bonny a little more special to make it stand out.

    #<Features>

- x4 Child grenades that behave like Transfusion child grenades, spawning a transfusion bolt upon hitting an enemy.
- Lowered blast radius slightly
- The Bonny child grenades have a chance to spawn a transfusion bolt as well.

    #</Features>
    
    #<Code>
    
set GD_GrenadeMods.Title.Title_BouncingBonny PartName Hoppin' Beety
set GD_GrenadeMods.Payload.Payload_BouncingBonny:AttributePresentationDefinition_4 Description Frenemy to all, even to it's explosive self.

set GD_GrenadeMods.A_Item_Legendary.GrenadeMod_BouncingBonny ItemAttributeEffects ((AttributeToModify=AttributeDefinition'D_Attributes.GrenadeMod.GrenadeDamage',ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition'GD_Balance_HealthAndDamage.HealthAndDamage.Init_GrenadeModDamage',BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.GrenadeMod.BlastRadius',ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=515.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.GrenadeMod.NumberOfChildProjectiles',ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=4.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.GrenadeMod.GrenadeModBaseStatusEffectChanceModifier',ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=1.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.GrenadeMod.GrenadeModStatusEffectChanceModifier',ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=0.900000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)))
set GD_GrenadeMods.Payload.Payload_BouncingBonny SetProjectileSequenceState ((Action=CHANGE_Enable,SequenceName="Payload_BouncingBonny"),(Action=CHANGE_Enable,SequenceName="Payload_Transfusion"))

    #</Code>
    
#</HoppinBeety>