decorate :
ACTOR Gloves : Weapon Replaces BFG9000
{
Weapon.SelectionOrder 2800
Weapon.AmmoUse 1
Weapon.AmmoGive 0
Weapon.AmmoType "GlovesAmmo"
Inventory.PickupMessage "you got the Gloves x"
Scale 0.12
States
{
Ready:
GLVS A 1 A_WeaponReady
Loop
Deselect:
GLVS A 1 A_Lower
Loop
Select:
GLVS A 1 A_Raise
GLVS A 0 A_JumpIfInventory("GlovesAmmo",1,4)
GLVS A 0 A_JumpIfInventory("GlovesHolder",20,2)
GLVS A 1 A_Print("fast Kill 20 monsters to gain 1 Glove X ammo !")
Loop
GLVS A 0 A_GiveInventory("GlovesAmmo", 1)
GLVS A 1 A_Print("I saw you killed 20 demons, ok use 1 ammo !")
GLVS A 0 A_TakeInventory("GlovesHolder", 1)
Loop
Fire:
GLVS A 5 A_BFGsound
GLVS B 5
GLVS C 5 A_FireCustomMissile("RailTrovao", 1, 1, 0)
GLVS C 0 A_ReFire
Goto Ready
Spawn:
GLOV A -1
Stop
}
}
Actor GlovesHolder : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 20
}
Actor GlovesAmmo : ammo
{
Inventory.Amount 1
Inventory.MaxAmount 1
}
Actor RailTrovao
{
Radius 1
Height 1
Speed 2
PROJECTILE
+FULLVOLDEATH
States
{
Spawn:
TROV A 1
TNT1 A 0 A_CustomMissile("RailSpawner",0,0,0)
TROV B 1
TNT1 B 0 A_CustomMissile("RailSpawner",0,0,0)
TROV CDE 1
TROV E 0 A_CustomMissile("RailSpawner",0,0,0)
TROV FGH 1
TROV H 0 A_CustomMissile("RailSpawner",0,0,0)
Loop
Death:
TNT1 A 0
Stop
}
}
ACTOR RailSpawner
{
Radius 6
Height 8
Speed 1
+RIPPER
+DOOMBOUNCE
Scale 1
PROJECTILE
States
{
Spawn:
NULL A 1 Bright
NULL A 1 Bright A_SpawnItem("FriendRail",1,50,0)
NULL A 1
Stop
}
}
ACTOR FriendRail
{
+FRIENDLY
MONSTER
Radius 1
Height 1
Speed 0
+NOGRAVITY
+NOCLIP
States
{
Spawn:
PLAY A 0 A_UnSetShootable
PLAY A 0 A_Look
See:
PLAY A 0 A_Chase
Missile:
PLAY A 0 A_FaceTarget
PLAY A 0 A_CustomRailgun(12,0,"White",none,1,10,3)
Stop
}
}
aki um exemplo de monstro que da esse inventario
actor ZombieMan2 : ZombieMan replaces ZombieMan
{
DropItem "HealthBonus"
DropItem "HealthBonus"
DropItem "ArmorBonus"
DropItem "GreenArmor" 5
DropItem "ClipBox" 10
DropItem "Clip"
+PIERCEARMOR
States
{
Pain:
TNT1 A 0 A_ChangeFlag("MissileEvenMore", 3)
goto See
Death:
TNT1 A 0 A_GiveInventory("GlovesHolder", 1)
POSS H 5
POSS I 5 A_Scream
POSS J 5 A_NoBlocking
POSS K 5
POSS L -1
stop
XDeath:
POSS M 5 A_GiveInventory("GlovesHolder", 1)
POSS N 5 A_XScream
POSS O 5 A_NoBlocking
POSS PQRST 5
POSS U -1
Stop
}
}
todos os monstros fazem essa mesma coisa quando morrem, mas mesmo matando 20 monstros esta arma nao ganha mais uma bala
alguem sabe qual e este erro?

EDIT :
o tiro e arma estao prontos e funcionam, mas eu queria matando 20 monstros dai vc ganhava uma bala
oq a de eerado?