Ok this works, allowing for custom ammo systems, but this doesn’t solve the problem of changing the counter’s target without creating one quadrillion counters for each amount
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Might have to use something other than a counter (like a single trigger loop with a block and a property) ngl, wd y’all think
@JamsbrotherofJars
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I’m confused why do you need a counter? Why can’t you just have an item checker to check how many of the ammo they have in their inventory, every time they sh00t?
(Yes I know this will cause a little bit of lag, but it is very memory efficient)
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