Animation and ammo are easy, you just use the image states (plus some simple code for the ammunition). There is a stateTransitionOnNoAmmo... (also OnAmmo, OnLoaded, OnNotLoaded), and a script can set an image'a ammo to true or false, same for loaded, plus when mounting the image, you can set if loaded is true or not.
At most, that would be an intermediate scripter with a good reference (hint: there is one in a sticky in te coding section), you only need an advanced scripter if you wanted it to create a splatter of red bricks (real bricks, not particles) on the other side of a shot player, and have a way of harvesting the blood into a vial that can then be used to create a wandering AI that looks exactly like the killed player, without a name or items/armour, and then use that clone to trick the AI cops into thinking that the shot player was a criminal or is dead, while in reality they are simply trapped in your secret base's holding cell while you tinker with their DNA until you have the right sequence to inject them with to transform them into a baby dragon, at which point you will saddle them and ride them around the procedurally generated city above...