#<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>