Thanks guys. About the item weight I remember setting it to 1 in the vanilla game and sometimes it would crash I guess because most items were set to 3 pounds and the throwing trajectory equation was balanced around that.
(Another thing is loose ammo isnt the kinda thing you just throw around, unless you want shells just tossed like a pile of pebbles, so setting them to weight 0 and turning off the ability to throw them is actually okay. Things like shotgun shells still weigh like 10-12 per pound, and have no clip or magazine to add extra weight. The damage they do against carrying capacity is the fact they take up so much space in the pockets, a pile of shotgun shells takes up alot of space. Stuff like a 2-shell buckshot pack definitely should have a weight of 0 since after all you're only going to be able to hold 2 shells per inventory space)
As for the FlatHundred thanks alot and thats excellent.
Because it means I can do the following things:
* Weapons that rely on damage bonuses due to stats can have an "average" value automatically considered in their equation for those stats, and use a penalty to undercut that to the amount you actually intend it to be so, that the Displayed value is more representative of what you might see.
Example being the silenced pistol in piratez, which adds 1/4 reactions to damage, but only displays 10 firepower; using this mechanism you can set it at 25 firepower assuming that someone will have 60 reactions and apply a -15 damage penalty behind the scenes.
* Weapons like the Panzerfaust with a shaped charge (but a small explosion) can apply a damage penalty (like -65) to the firepower and then tweak the DamageAlter so that it still has the same effectiveness against targets (tohealth, towound, tostun). Since this makes it do 60 explosive damage (but appears to do 125 as per the pedia article) the displayed explosion effect is going to be small.
Pretty much being able to present to the player what something does, without it getting in the way of the actual dynamics involved.