>>1701694
Yea I was just double checking that how about this;
ACTOR RLChestsArmorBonusPickup : RLArmorBonusPickup
{
Spawn:
xxxx ABCDCB 6
Loop
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("RLFireShieldArmorToken", 1, "NotPickup")
TNT1 A 0 A_JumpIfInventory ("RLTowerShieldArmorToken", 1, "NotPickup")
TNT1 A 0 A_JumpIfInventory ("RLBallisticShieldArmorToken", 1, "NotPickup")
TNT1 A 0 A_JumpIfInventory ("RLEnergyShieldArmorToken", 1, "NotPickup")
TNT1 A 0 A_JumpIfInventory ("RLPlasmaShieldArmorToken", 1, "NotPickup")
TNT1 A 0 A_JumpIfInventory ("RLRechargeableEnergyShieldArmorToken", 1, "NotPickup")
TNT1 A 0 A_JumpIfInventory ("RLNanoAblativeArmorToken", 1, "200ArmorRepair")
TNT1 A 0 A_JumpIfInventory("RL100ArmorWorn",1,"ArmorRepair")
TNT1 A 0 A_JumpIfInventory("RL150ArmorWorn",1,"ArmorRepair")
TNT1 A 0 A_JumpIfInventory("RL200ArmorWorn",1,"ArmorRepair")
Goto NotPickup
ArmorRepair:
TNT1 A 0 A_JumpIfInventory("BasicArmor",75,"NotPickup")
TNT1 A 0 A_GiveInventory("RLArmorBonus1",1)
TNT1 A 0 A_JumpIfInventory("BasicArmor",75,2)
TNT1 A 0 A_Print("Your armor looks better.", 5)
Stop
TNT1 A 0 A_Print("Your armor looks good as new!", 5)
Stop
NotPickup:
TNT1 A 0
Fail
}
ACTOR RLArmorBonus1 : RLArmorBonus100
{
Armor.MaxSaveAmount 1
}