Bayonette SR Weapon Profile - Herbertofury/Advent-of-Ascension GitHub Wiki

Bayonette SR · jade, violet and close-range utility

AoA 3.7.1 / Minecraft 1.20.1 · source profile and partial concept. Native and final-art acceptance remain open.

Current selected concept · 22 October 2026

Bayonette SR selected concept candidate, not an in-game screenshot

Fresh jade-violet sci-fi candidate preserves the raised scope bridge, rounded violet housing and distinct lower silver blade. Earlier design remains an alternate. Blade proportions, hand fit and native behavior are unverified.

Original-versus-concept comparison and preserved alternatives. Earlier art below is preserved history or a separately labelled variant, not a replacement for this selected main. Original source behavior and all native acceptance gates remain unchanged.

Original behavior: ranged and melee are separate

Bayonette SR is a Metal Slug sniper with inherited SCOPE_1, plus a main-hand melee attribute modifier. Its ranged damage input is 33. The melee modifier is +9 attack damage, using an additive modifier in the main-hand equipment slot; the tooltip prints 10 attack damage. Do not add nine to every bullet or claim a guaranteed ten damage after armor, attack strength, effects and other modifiers.

Released input Value
Ranged damage input 33
Durability 300
Firing delay 86 ticks; nominally 4.3 seconds at 20 TPS
Stored recoil constructor input Approximately 0.06
Ammunition Metal Slug
Scope SCOPE_1, inherited
Firing sound Medium sniper, long variant
Main-hand melee attribute +9, additive

The melee hurtEnemy callback requests one durability damage and broadcasts a main-hand break event when broken. This is a durability request through the normal item mechanism; enchantments and other systems may affect the result. Offhand behavior does not gain the main-hand attribute automatically.

Named implementation · Released-class, recipe and tag evidence.

Original appearance and infusion

Original Bayonette SR sprite

Preserve the stepped teal body panels, violet upper/rear shapes and optic, pale gray front assembly and lower silver blade silhouette. The new material treatment does not establish undocumented jade construction, a particular maker or an origin dimension.

Bayonette SR six-slot infusion

Infuse Sniper Frame with Mushroom Spores, an Iron Sword, two separate Mystite-ingot-tag ingredients, one amethyst-gem-tag ingredient and one gunpowder-tag ingredient. Preserve all six occupied slots. Mystite Ingot is verified in AoA’s ingredient tag; Amethyst Shard is the example in Forge’s 1.20.1 amethyst tag. Loaded datapacks may change tag membership. The diagram is reconstructed, not a native capture. Infusion Table guide.

Earlier preserved art: Premium visual study

Bayonette SR jade-violet concept

The concept retains a distinct pale lower-front blade, teal shell, purple framing and closed trigger guard. The enhanced faceted blade and optic illumination are artistic proposals. Grip/stock clearance, aim alignment, blade clipping against held-item animations, view consistency and attachment intersections still require actual geometry and native tests.

Complete feature plan

  • Materials: faithful Minecraft-fit and premium concept-directed modes; preserve the jade/violet/silver identity through UV, wear and LOD work.
  • Modules: separate visual shrouds, optics, grips, stock treatments and earned charms. Any melee bonus must be an explicit balanced gameplay module.
  • Optional conversions: fantasy energy-edged or alternate ranged modules may be explored separately. Do not silently combine the +9 melee attribute with ranged damage.
  • Animations: equip, idle, aim, ranged fire/recovery, melee swing, movement, optional reload and inspection. Validate interruption recovery and switching between melee and ranged states.
  • Effects: baseline ranged flight/impact and melee feedback capture; optional muzzle, tracer, impact, decal and confirmed-kill finishers; reduced-effects controls.
  • Crafting/customization: attachment recipes, salvage/effect transfer, skins, stickers, animated/glowing emblems, charms, named builds and save migration.
  • Integration: main/offhand attributes, durability/enchantment behavior, duplicate modifiers, TaCZ/turrets, multiplayer authority and measured performance.

Acceptance gates

  • Capture original native ranged and melee behavior, scope, sound and impact
  • Test main/offhand attribute changes, durability, break events and enchantments
  • Verify infusion slots and tag-member alternatives in-game
  • Complete attachment, inspection, conversion and effects concept sheets
  • Model both texture modes and validate hands/blade clearance through all poses
  • Qualify native integration, multiplayer, migration and performance

Armory · Completeness standard

Original AoA identity/assets: Tslat and contributors. New art and mechanics remain separate from released facts.

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.