I'm guessing this is not implemented really so writing this as a suggestion as opposed to a bug report.
If this is supposed to work, let me know and i'll resubmit as a report. lol
Me and NixTrix have been playing round with the item codex in scripting, specifically in regards to changing the assigned projectile model of a ranged weapon at runtime, and it kinda works.....but also doesn't......and unfortunately it doesn't work in the most important ways! lol
So first, the method....
$itm = widget["equipment"].element["0006"].item;
$itm["weapon_projectile_object"] = "ammo_2";
This will cause equipped weapon to shoot a different projectile (model named "ammo_2").
However it only works if you either start with the item equipped.
or if you change the property while it's in the inventory before you first ever equip it.
However, as soon as you unequip the one you start holding (default equipment), or equip the item manually via dragging into the slot and then try to change it, or equip the item manually, then unequip to your inventory to change it and equip it again....none of the things in this paragraph work.
The item will keep shooting the original assigned projectile, even if the item prints showing an updated codex entry for the projectile.
It shows "ammo_2", but still fires "ammo_1" for example.
If this is not a feature yet, the ability to change an items projectile when equipping an item or while equipped would obviosuly be really cool, allowing for weapons to fire different ammo in different scenarios wthout making unique items.
if this is supposed to work..i'll put a bug report together! 👍️