Apoco Shower Weapon Profile - Herbertofury/Advent-of-Ascension GitHub Wiki

Apoco Shower โ€” three descending Spirit shots

AoA 3.7.1 / Minecraft 1.20.1 source baseline. New concept exploration; no accepted native upgraded weapon.

Apoco Shower upgrades Spirit Shower using an Apoco Upgrade Kit. It is a Spirit-powered blaster, distinct from both Apoco Rifle and Apoco Assault Rifle. A shared kit and color family do not mean the weapons share ammunition or attack rules.

What it actually does

One call to its released firing override attempts to spawn three projectiles: Shower Shot, Weighted Shower Shot and Heavy Shower Shot. Each receives an age parameter of 60; their gravity returns are 0.05, 0.1 and 0.2, respectively. This produces a meaningful three-path identity to preserve, rather than replacing the weapon with three identical straight bullets.

The weapon's block-impact override requests an explosion with strength input 2.5. Its entity-impact effect requests the same input, but there is an important condition: the inherited entity-hit handler invokes that effect only if the shared energy-attack helper returns true. The base damage input is zero, and that helper forwards the attack to the target's damage method. Native zero-damage, immunity and event behavior must be tested. Do not promise that every entity contact explodes, and do not label the weapon harmless merely because its direct damage input is zero.

Released inputs

Property Verified input / boundary
Item aoa3:apoco_shower
Base direct damage 0; explosion behavior is separate
Durability 3,760
Firing delay / inherited charge-time input 10 / 10 ticks
Nominal time at 20 TPS 0.5 seconds for each input; not a measured end-to-end firing cadence
Base resource cost 80 Spirit; native modifiers and consumption rules remain authoritative
Spawn attempts per override call One each of Shower, Weighted Shower and Heavy Shower
Projectile age parameter 60 each; not a measured range or exact expiry guarantee
Gravity returns 0.05 / 0.1 / 0.2; game parameters, not physical SI units
Explosion helper input 2.5; not final damage or a guaranteed radius
Sound ITEM_SPIRIT_SHOWER_FIRE

The shared firing path tries resource consumption before calling this three-spawn override. Do not charge Spirit three times merely because three visual channels are modeled. Spawn attempts also are not guarantees that every entity is accepted by all runtime hooks.

Original appearance and progression

Actual released Apoco Shower sprite, enlarged without smoothing

Its recognizable features are a large pale front frame, a dark olive/black body, lime accents and red upper details. The concept develops those features into a distinctive front crescent and layered shell.

The exact packaged recipe is Spirit Shower + Apoco Upgrade Kit โ†’ Apoco Shower. The kit is referenced by the packaged Vox Ponds loot table. This is evidence of association, not proof that the dimension or acquisition route is active in every installed release. A fungal/root-like construction or named maker is not established by that table.

Version-aware recipe browser ยท Pinned released evidence.

Premium concept and functional variants

Apoco Shower concept, front-shroud variations and qualitative effect studies

The large pale front frame encloses a proposed triad of spirit knots. The dark frame, red upper armor and lime seams retain the source palette. Fungal details are new art interpretation. The drawn arcs are qualitative; the picture does not measure original trajectories or impacts.

  • Cascade shroud: preserve a legible three-path discharge while offering an explicitly selected spread module.
  • Focus shroud: a visibly converging frame for an alternate trajectory/handling configuration. Any range or cost change must be declared and implemented server-side.
  • Tempest shroud: a rotating outer frame and a distinct tumbling-energy presentation; rotation cannot silently multiply projectiles or damage.
  • Inspection: open the front shell around a seated core, then return to the exact ready pose. Inspecting must not spawn harmful shots, spend Spirit or detach parts permanently.
  • Resource presentation: a Spirit/recovery visual instead of a mandatory conventional magazine reload. Reloading remains optional and tied to the selected resource design.
  • Handling and comfort: remove or reshape underside ornament that collides with hands, camera, attachments or animation sweeps. Concept art is not clearance proof.
  • Progression: earn functional charms, effect modules and alternate shrouds through gameplay. Dismantling/salvage must preserve explicit provenance, compatibility and saved-build state.
  • Cosmetics: Minecraft-fit and richer concept-faithful profiles; skins, custom/animated/emissive stickers and emblems; projectile, trail, impact/decal and finisher options. Visual choices cannot conceal collision or silently change gameplay.

Original renderer and the performance work

The inspected Shower Shot renderer uses particles instead of a projectile texture. It loops three times, requesting a red Sparkler and a black Sparkler each time: six particle requests per projectile render invocation. The shared renderer calls that routine from rendering. If a pass renders all three shots once, that is 18 requests for that pass; it is not 18 per shot activation or a measured particles-per-second rate.

A bounded per-projectile game-time trail policy should prevent extra rendering passes from multiplying emissions, while retaining the recognizable red/black appearance and clear arcs. The tested trail-clock component is reusable logic, but its integration, density tuning and native performance remain unverified. Six requests per render must not be silently reinterpreted as a proven six-per-tick budget.

Original in-game flight, entity impact and block impact footage is still required. The dramatic concept effects are not substituted for those captures. World damage must respect native permission and game-rule handling.

Acceptance checklist

  • Capture all three original trajectories and verify charge/cadence/resource behavior in the pinned game.
  • Test block impact, successful/rejected zero-damage entity attacks, immunity, event cancellation and explosion behavior.
  • Author concept-faithful separate parts, both material profiles and comfortable hands.
  • Implement equip, idle, charge/fire/recovery, inspection and optional reload/recharge, including interruptions.
  • Implement declared shrouds, charms, salvage, skins, stickers and configurable effects without changing the baseline silently.
  • Check native export, authoritative gameplay, multiplayer, optional mods, migration and equivalent-work performance.

Read-only audit and concept/review source ยท Full weapon feature standard.

Original AoA identity/assets: Tslat and contributors. Concept: original project exploration generated with the built-in image tool. No native upgraded weapon acceptance is claimed.