EDIT to answer the question concerning Equip Core :
Yes, you need to give the actual equip slot for the reload skill to work.
This is because I was lazy, and it is a pain in the a$s, so when I feel motivated I will certainly try to change that...
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I just tried a bit using ItemUpgradeSlots along with Ammunition (& Crafting).
It happens that it works fine for me, so I this is probably not the reason why some people cannot have independent items while using Ammunition...
However, I found that the way equip ammo is consumed is not adapted at all!
Right now, the inventory equipments are consumed first, and the equipped one is only unequipped and discarded when it is alone and there is no ammo.
Which means, you just have to equip an +3 super upgraded version of your ammo, and you will get all your super bonuses forever until you totally run out of ammo, even if it is your only upgraded ammo!
That's very practical for the player, but not logical very much... I think I'll have to change the way it works.
As for the charges. I am thinking that the wand (or whatever item such as an ammo clip or even a quiver of arrows) has the charges as equipment. Different equips would have different stats like any equipment, but it would become immediately unequipped without charges. A reload ammo skill could function normally in such a case. Rather than just changing the current ammo, running out of a clip of ammo would prompt the same action.
The current way of working concerning interaction between weapon and its needed ammo is that:
- you cannot equip ammo when the weapon that requires it is not equipped.
(or else, you could benefit from ammo's bonuses without the weapon to fire them... whut???)
- when you unequip the weapon, ammo is unequipped as well.
- if no ammo, weapon cannot fire! But stay equip. Which is a bit annoying, actually.
What I understand from your suggestion is that also, weapon could not be equipped when ammo is unavailable (and would be automatically unequipped when it runs out of ammo).
The 'automatically unequip weapon' would not be too hard, but the part where we want to keep the player from equipping the weapon at all when no ammo is available is a bit more tricky: that would mean verifying if there is any kind of appropriate ammo available, if there is, authorize the equipping of weapon, and when its equipped, select automatically one the appropriate ammo kinds and automatically equip it as well, because we don't want a weapon without its ammo equipped...
But that would mean that during battle, when player runs out of current ammo type, his weapon would be unequipped even if he has wagons of ammo of other kinds... Then a solution would be to make reload skills able to automatically equip the appropriate weapon. But, if there are several weapon using the same ammo???
Yep, this is tricky.
I will think about it, though.