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

Actual released Clown Cracker sprite

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

Clown Cracker hero, side profile, material/sight details and optional confetti inspection concept

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.