Bow Draw State Gallery 1.12.2 - Herbertofury/Advent-of-Ascension GitHub Wiki
Home · Historical bow timing and ammo · Item browser
Minecraft 1.12.2 / AoA 3.3.6. Every one of the 33 inspected bows now has a four-state source-texture sheet: its resting layer and the three released draw overrides. That is 132 checked texture references, not 132 different weapons.

These are the actual 16×16 layer0 textures enlarged with nearest-neighbor scaling over a checkerboard. They supplement the existing source-model portraits. They are not assembled 3D draw poses, interpolated animation, or in-game screenshots.
| Column | Released model predicate |
|---|---|
| Resting layer | Base model's layer0 texture |
| First drawing layer | pulling = 1 |
| Second drawing layer | pulling = 1 and pull threshold 0.65 |
| Third drawing layer | pulling = 1 and pull threshold 0.90 |
All 33 inspected base model JSONs declare this same sequence of three overrides. The predicate thresholds are model-selection data. They should not be confused with the separate curved arrow-velocity calculation in the firing guide.
The selected pull property uses the bow draw multiplier and elapsed use time divided by 20 while an active item is a BaseBow. The separate pulling property requires active use and the active stack to be the same stack. These two checks are not interchangeable. The released property methods are included in the evidence.
Open a name below for its sheet. The item link opens the normal source-model portrait and draw-timing panel; the draw-state image is created only when that panel is first expanded, with a full-resolution fallback link if the image fails to load.
The separate 1.16.5, 1.20.1 and 1.21.1 comparison gallery contains 558 additional version-specific source-state references. It preserves changed artwork instead of copying a newer sheet into every release.
The 33 base JSONs inherit item/bow. The 99 inspected override JSONs name aoa3:item/weapons/bows/speed_bow as their parent while supplying their own layer0 texture. Those parent references are retained in the evidence; this documentation does not silently rewrite them or claim that a flat sheet validates the entire inherited transform/override pipeline.
For a renderer port or optional weapon remodel, verify base and draw transforms, handedness, active-stack selection, resource-pack overrides and state transitions in the target client. Preserve the original textures and predicates until a deliberate replacement has been tested. A missing transition in a new renderer is not fixed merely by displaying the four textures in a wiki.
132 texture/model references, 33 output hashes and two released property methods · Draw timing and ammunition walkthrough.































