Clown Cracker Weapon Profile - Herbertofury/Advent-of-Ascension GitHub Wiki
Clown Cracker: carnival colors with deliberate sniper handling
AoA 3.7.1 / Minecraft 1.20.1 · source profile and partial concept study · native upgrade unaccepted.
Original role
Clown Cracker inherits BaseSniper, using Metal Slug ammunition and non-automatic firing. Its inspected subclass selects the medium-rifle/long firing sound and SCOPE_4 overlay. It does not declare a unique impact effect: confetti ammunition, explosions, stun or a clown-honk sound are not established by this class.
| Stored field | Clown Cracker | Hive Cracker upgrade |
|---|---|---|
| Damage input | 33.5 | 44.0 |
| Durability | 305 | 555 |
| Delay | 84 ticks | 84 ticks |
| Recoil input | Approximately 0.05 | Approximately 0.035 |
These are constructor values, not guaranteed final damage or measured physical quantities. At 20 TPS the nominal delay is 4.2 seconds. Preserve inherited native sniper behavior rather than silently substituting a generic rapid-fire weapon.
Original palette and silhouette

Keep its compact mustard-gold body, dark rear/grip, raised sight with blue accent, and broad pale front carrying red/green square details. The paper and Confetti Pile recipe ingredients support a carnival-themed interpretation, but do not prove that the original projectile is confetti or that it has a particular maker's history.
Infusion: seven separate ingredient slots
At the Infusion Table, place a Sniper Frame in the separate left base slot. Use seven middle slots for:
- Confetti Pile ×2, one in each of two slots
- Paper ×1
- One ingredient matching
forge:gems/diamond - One matching
forge:ingots/iron - Two matching
forge:ingots/limonite, in separate slots
Leave the other two middle slots empty. Middle-grid order is irrelevant. Stacking two repeated ingredients in one slot does not substitute for two entries; tags can be changed by a modpack. The bundled definition is data/aoa3/recipes/infusion_clown_cracker.json, using the inspected ordinary defaults for omitted level/XP fields.
Illustrated Infusion Table workflow · Exact recipe explorer
Lelyetian upgrade
At the Divine Station, put Clown Cracker in the left input and a Lelyetian Upgrade Kit in the middle; the output is Hive Cracker. The exact bundled definition is data/aoa3/recipes/upgrade_kit_hive_cracker.json.
This upgrade keeps the checked delay while increasing damage/durability and reducing recoil input. The base recipe does not inherently promise to copy arbitrary custom item data. Test names, enchantments and third-party attachments on disposable copies, and explicitly define which custom pieces survive or are returned.
Divine Station workflow and data-transfer limits
Premium concept: a short playful inspection

The sheet develops the original pale/red/green front and gold/dark body into richer material detail. Its three-beat inspect concept tilts the closed weapon, briefly flutters optional cosmetic confetti, then settles back. Confetti is not a replacement for Metal Slug ammo and is not claimed as an original firing effect.
These are painted concept poses, not implemented animation frames. The proposed control geometry and supporting-hand position need actual rig/clearance checks; the artwork alone cannot pass those gates. Material closeups are design targets, not completed texture atlases.
Complete upgrade plan
- Handling: deliberate sniper fire and readable recovery, preserving native timing and resources. Do not accidentally turn a cosmetic inspect flourish into a firing or reward event.
- Sight: retain the original SCOPE_4 option. Actual shared overlay illustration; alternate optics still need native aim alignment.
- Inspect: optional brief confetti, bounded particle count, a reduced-effects version and immediate interruption on gameplay actions. No persistent litter, extra loot or server simulation for a cosmetic flourish.
- Attachments: compact/steady handling choices, fore-end/sight variants and clearly defined fantasy conversions. Functional changes require explicit resource and stat rules, with matching visible appearance.
- Materials: original-fit and premium treatments retain the white/gold/red/green identity; avoid excessive bloom or expensive permanent lights.
- Resources: original Metal Slug behavior, optional reload only when deliberately selected. Define any magazine/charge conversion and its cancellation rules.
- Animation: equip, idle, aim, fire, recovery, optional reload, inspect, swaps and interruptions in first and third person with actual hand rigs.
- Effects: record the original projectile/muzzle/impact/sound first, then add separate tracer, decal, impact and optional confirmed-kill cosmetic choices. Preserve damage, loot and kill credit.
- Customization: earned functional charms with explicit bonuses, skins, stickers and animated/glowing emblems. Keep ornaments outside control/hand paths.
- Persistence/performance: safe upgrade/dismantling with full inventories, multiplayer/save tests, cached configuration, LODs and measured frame-time lows.
Acceptance gates
- Original native scope, projectile, impact, sound and resource captures
- Complete attachment, muzzle, tracer, impact, decal and finisher concepts
- Rigged-hand clearance, coherent proportions and two material modes
- Full animation/interruption and Lelyetian customization-transfer tests
- Native export, multiplayer, persistence, dismantling and performance qualification
Released source and recipe evidence · Complete feature standard · Armory gallery
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.