ammo-reload
Installation
SKILL.md
Ammo and reload
Compatible modes
infinite | mag-and-reserve | one-shot-chamber
Resource contract
Publish weapon/ammo resource IDs, magazine/chamber capacity, reserve ownership, fire consume boundary, reload transfer policy, cancel/interruption state and a stable reload transaction ID for each committed transfer.
Rules
- Fire/reload are semantic actions routed through
input-design; do not require reload and interact to use universally different physical keys. - A shot consumes ammo once at the authoritative fire/shot-commit event. Muzzle flash/audio/animation never spends ammunition.
- Reload magazine/reserve movement is atomic at the published commit boundary (or explicit staged transfers when the design uses them). Cancellation cannot invent or destroy rounds.
- Repeated/resimulated reload callbacks use the same reload transaction identity and remain idempotent.
- Firing/ADS/hip/cancel behavior during reload is project action-graph data; shared/split ammo pools are declared rather than assumed.
- Inventory/shop/economy replenishment uses their own transaction owners and stable ammo resource ID.