Use the trigger for [when ranged item used]. Then put two shoot procedure blocks and add arows. For all of the trajectory and/or direction parts, use [x/y/z facing direction] of the targret entity (which would be the player) I would recommend setting the inaccuracy higher than normal because these are the secondary arrows Optionally, you could implement subtract blocks to remove two extra arrows from the player's inventory Note that this probably won't work if the ranged item is given to mobs, but it will work with players/
Use the trigger for [when ranged item used].
Then put two shoot procedure blocks and add arows. For all of the trajectory and/or direction parts, use [x/y/z facing direction] of the targret entity (which would be the player) I would recommend setting the inaccuracy higher than normal because these are the secondary arrows
Optionally, you could implement subtract blocks to remove two extra arrows from the player's inventory
Note that this probably won't work if the ranged item is given to mobs, but it will work with players/
ves everything here I was thinking this would need some quite complex java, and this gigachad solves everything