Abominator Weapon Profile - Herbertofury/Advent-of-Ascension GitHub Wiki

Abominator — original weapon and premium concept

Baseline: Minecraft 1.20.1 / AoA 3.7.1. New artwork and transformations are proposals, not a playable completed weapon.

What it is and does

Abominator is a purple, silver and graphite automatic gun using AoA's shared BaseGun behavior. Its released class forwards its four constructor inputs to BaseGun and overrides the firing sound with ITEM_GUN_GENERIC_FIRE_1; it does not define a unique projectile, extra explosion or soul beam in that class. The inherited baseline is the Limonite-bullet gun path. Its supernatural-looking art must not be mistaken for evidence that the original fires magic beams.

The source sprite has a short projecting dark muzzle, strong silver horizontal stripe, repeated purple accents above the body, a downward dark section and a large purple rear silhouette with a silver inset. Preserve that recognizable identity in the premium model.

Released baseline inputs

Property Released registration / class evidence
Item aoa3:abominator
Base damage input 2.625
Durability input 4720
Firing delay input 3 ticks
Recoil input approximately 0.8; not a claim of degrees
Firing sound ITEM_GUN_GENERIC_FIRE_1
Special override in Abominator class Firing sound only

These are base inputs, not measured final damage or effective DPS. Armor, effects, target rules and real firing timing need runtime verification. Inherited behavior is documented with the shared gun-family evidence; lack of a class-local override is not proof that every inherited interaction has been tested.

How to obtain it in this release

The released infusion_abominator.json uses one Gun Frame as its input and six ingredient entries: one Ghoulasm, two forge:ingots/ghastly, two forge:ingots/ghoulish and one forge:ingots/iron. This is an AoA infusion recipe, not a vanilla crafting-grid layout. Tag entries may accept multiple matching items.

The released upgrade_kit_iominator.json converts Abominator into Iominator using an Ancient Upgrade Kit. That existing upgrade remains distinct from our proposed modular parts.

Current concept and corrected magazine

Abominator with corrected magazine

The dark angular component beneath the forward-middle body is a magazine, not a fixed foregrip. It must remain visually distinct and removable in its proposed resource-service animation. This artwork clarifies the intended design; hand fit, feed ownership, clearance and native reload behavior are still unaccepted.

Preserved earlier concept. The earlier generated pixel inset is an illustrative reconstruction, not exact source evidence.

Actual released Abominator sprite

Separate customization and effects studies

Magazine and resource-service presentation

Magazine and resource-service presentation

Sights and aim options

Sights and aim options

Muzzles and proposed converters

Muzzles and proposed converters

Skins and material finishes

Skins and material finishes

Charms and emblem candidates

Charms and emblem candidates

Projectile and tracer candidates

Projectile and tracer candidates

Impact and surface-decal candidates

Impact and surface-decal candidates

Optional finisher-effect candidates

Optional finisher-effect candidates

These are static design studies, not original gameplay captures or implemented effects. The impact sheet does not establish actual effect scale or authorize terrain destruction. Finishers require a confirmed valid outcome; cosmetic variants cannot silently change damage, projectile count or resource costs. The full attachment, handling, animation, audio and compatibility package remains open.

Additional dedicated design directions

Separate stickers and emblems

Separate stickers and emblems

Decal and emblem artwork remains distinct from the charm attachment. Static, animated and glowing versions need individual implementation and visibility checks.

Handling surfaces and finishes

Handling surfaces and finishes

This sheet explores rear-grip finishes, a rear pad and a forward contact surface. The underslung angular component remains the magazine, not a fixed foregrip. No human-hand pose or native clearance is proven by this exterior study.

Shot feedback and reduced effects

Shot feedback and reduced effects

The original-inspired mode retains a ballistic presentation: localized shot flash, brief recovery and a lower-bloom decorative option. The illustration does not introduce a charge mechanic or continuous beam. Actual timing, intensity, occlusion and source behavior require native tests.

Inspect presentation

Inspect presentation

Ready, present, detail and return are pose directions. The seated magazine stays in place while the charm settles. This does not implement reload/resource service, player-hand animation, a floating companion or item duplication.

Audio and accessibility direction

Audio and accessibility direction

The board proposes sound character and optional comfort controls. It contains no recorded SFX, measured waveform, implemented setting or hearing-safety claim. Its magazine pictogram is generic audio illustration, not a replacement for the corrected magazine geometry. Reduced presentation must preserve gameplay-critical status and timing.

All fourteen dedicated-sheet groups now have initial partial evidence, including the concept-only loadout workbench below. This is not fourteen completed groups or acceptance of every option. Reload, full hand rig, complete attachment combinations, crafting specifications, final audio assets and native AoA plus TaCZ verification are still required.

Interactive loadout design workbench

Open the Abominator workbench. Choose original-inspired or proposed conversion directions, matching resource-adapter drafts, sights, finishes, charms, emblems and presentation profiles. Contradictory resource contracts block design export; reduced presentation resolves decorative choices explicitly. Shared links and JSON exports contain design selections only. No account, uploaded save or game-state changes are involved.

Concept-only Abominator loadout UI, captured in a browser

This is an actual browser UI preview, not a Minecraft screenshot or a rendered assembly of the chosen parts. The hero artwork remains the preserved magazine-corrected concept. Source values are pinned to 1.20.1 / AoA 3.7.1 and labeled as constructor inputs, not measured damage or DPS. Conversion projectile behavior, cost, damage, timing, unlocks and native compatibility remain unspecified or unverified. The exported manifest is explicitly non-installable.

The build/crafting/UI category now has initial partial UI evidence. All fourteen dedicated-sheet groups have at least one partial candidate, not a complete customization package. Full crafting recipes, option geometry, animation, audio and native QA remain open.

Planned identity-specific barrel transformations

  • Violet Needle: a focused purple energy bolt conversion with a precise, readable trail. It requires a declared projectile/resource adapter rather than merely repainting native bullets and claiming a new effect.
  • Abyss Choir: a split-prism fantasy pulse pattern. Projectile count, damage and cost must match the chosen assembly and visible discharge pattern.
  • Dusk Bloom: an expanding arcane ring shot with explicit collision shape and per-target hit rules.
  • Original-inspired ballistic mode: retain the baseline Limonite-bullet behavior with upgraded animation, sound presentation and optional muzzle/tracer styling.

New conversions may deliberately increase output or add effects. Original mode remains separately selectable and documented. Preserve all concept versions; no proposed conversion has native acceptance yet.

Full acceptance work still required

  • Verify actual original in-flight bullet and entity/block impact footage in this release.
  • Design a comfortable usable grip and believable ammunition/feed presentation without clipping.
  • Create the editable native-compatible model, textures and complete animation set.
  • Validate every attachment, sight, charm and decal across the entire animation envelope.
  • Implement and test functional conversions, accurate tooltips and resource ownership.
  • Verify sound, recoil, multiplayer, saves and measured performance.

Released class evidence · Functional upgrades · Charm and effects customization

Recoil interpretation

For this pinned 1.20.1 release, the stored constructor recoil input is not the inherited modifier getter: the inspected BaseGun.getRecoilModifier() returns approximately 0.35. The per-shot method and later client application determine the actual recoil path. Do not infer a stronger or weaker measured kick from the constructor column alone. This clarification does not change the original values, weapon balance or acceptance state. Resolved method routing.