I like PROJECTILE_SURVIVES, because it could be set to 0 to get rid of that pesky unstacked ammo. But that token should be added to ammo, not weapons.
> Also RELOAD_DELAY and CLIP_RELOAD are entirely redundant. CLIP_RELOAD is more useful, so ditch RELOAD_DELAY.
In a bow or crossbow the "internal clip" is 0 or 1, so yes, one of those tokens would be set to 0.
I was thinking more about modding WW1 era rifles. You get a magazine of say 5 bullets, that takes some time (10+ seconds) to replace. Then after each shot you have to operate a lever which is faster. Basically with both of these tokens we could have burst - reload - burst - reload cycles. To get burst with a modern rifle, the time to aim and shoot and then reload 1 bullet from internal magazine needs to be much faster than the time to replace the magazine.
Actually the time to aim and shoot should probably just be a standard attack, so ditch FIRE_DALAY instead.
A rifle would have:
[PROJECTILE_SURVIVES:0] On bullets
[FIRE_DALAY:0] Or forget this token.
[RELOAD_DELAY:1:3] Or maybe even 0:0 for fully automatic rifles - there is some attack delay anyway.
[CLIP_RELOAD:10:60] This one actually takes some time
[INTERNAL_CLIP:25] Or 18 or 5 or whatever. 5-10 would be a good value for a repeating crossbow
[CARRY_AMMO:200] With shooting this fast, it will be needed.
> Actual quivers only hold like maybe 10 arrows. So 25 is already huge overkill.
In that case I think it should be increased and we should be able to assign quivers in the uniform menu, so I can use like 5+ quivers for increased ammo capacity.
Some way to fire several projectiles at once that share the shoot force would be necessary to emulate shotguns, but I'm unsure about actual tokens. PROJECTILE_MULTIPLIER on the weapon, maybe?
Oh and in case anyone wonders, those rifles are for mods, not vanilla.