Dual Sight Weapon Profile - Herbertofury/Advent-of-Ascension GitHub Wiki

Dual Sight · cyan diagonal and layered blue optic

AoA 3.7.1 / Minecraft 1.20.1 · source profile and partial concept. Not a playable upgraded weapon.

Released weapon

Dual Sight is a Metal Slug sniper with SCOPE_4. The inspected subclass selects its medium/long sniper sound and scope texture. It does not implement a unique impact effect, a second projectile or an alternate-fire toggle. The name and layered optic do not establish those mechanics.

Released input Value
Damage input 38.5
Durability 350
Firing delay 91 ticks, nominally 4.55 seconds at 20 TPS
Stored recoil constructor input Approximately 0.042
Ammunition Metal Slug
Scope texture SCOPE_4
Firing sound Medium sniper, long variant

These are released configuration inputs, not measured damage after armor, enchantments or other modifiers. Named source · Class hashes and recipe evidence.

Original appearance and infusion

Original Dual Sight sprite

The recognizable features are the broad dark forward shape, gray inset, bright cyan diagonal center, layered blue optic and angular blue rear loop. Preserve those features through both Minecraft-fit and premium presentation modes. Blue Druse in the recipe supports the ingredient identity; it does not prove an undocumented creator, origin dimension or energy source.

Dual Sight infusion recipe

Use Sniper Frame as the base. The six infusion slots contain two Blue Druse, one Dense Rock, two separate quartz-gem-tag ingredients, and one iron-ingot-tag ingredient. Do not collapse duplicate ingredient slots. Tag icons show example members. The diagram is reconstructed from the recipe, not a native crafting capture. Infusion Table guide.

Concept and visual QA

Revised Dual Sight concept

The proposed graphite/blue body keeps the cyan diagonal and rear loop prominent. The first pass omitted a complete trigger guard; the revised sheet adds a closed guard in both views while retaining the grip and trigger size. Earlier concept, retained for comparison.

This is still a partial artistic study. View consistency, stock/grip hand clearance, aim alignment, actual meshes, textures, moving parts and native presentation remain unaccepted. A painted blue lens is not a replacement implementation of SCOPE_4.

Full feature direction

  • Materials: faithful low-resolution/world-fit textures and premium materials; controlled edge detail, UVs, distance readability and cost limits.
  • Optic choices: original scope presentation by default, optional alternate housings and separately designed secondary sight behavior. Never infer double shots from the name.
  • Modules: cyan shroud variants, loop-stock styles, grip/handling parts, earned charms and suppressor-like fantasy variants with declared tradeoffs and compatible mount points.
  • Optional conversions: a focused cyan pulse or split visual discharge may be explored as a new opt-in module. Resource use, projectile count and damage changes must be explicit and balanced.
  • Animations: equip, idle, aim, fire, recovery, movement, optional reload and inspection; proper hand room, interruption recovery and attachment clearance.
  • Feedback: baseline flight/impact capture; proposed muzzle, tracer, projectile, decal and material-impact variants; confirmed-kill finishers and reduced-effects controls.
  • Customization: skins, glowing/animated stickers, personal emblems, earned charms, named builds, recipes, reversible salvage, transferable effects and migration.
  • Integration: multiplayer authority, TaCZ/turrets, modded targets, resource conservation, startup cost and equivalent-scene frame-time/memory tests.

Acceptance gates

  • Capture original in-game SCOPE_4, projectile, sound and impact
  • Verify the six-slot infusion in the exact supported build
  • Complete attachment, conversion, inspect and effect concept sheets
  • Model both presentation modes and validate hands, aim and every moving pose
  • Implement native animation, effects, compatibility and saved-build migration
  • Measure performance and reduced-effects behavior without silently removing features

Armory · Completeness standard

Original identity/assets: Tslat and contributors. New visual/mechanical proposals are distinct from released AoA behavior.

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.