Flower Cannon Weapon Profile - Herbertofury/Advent-of-Ascension GitHub Wiki

Flower Cannon

AoA 3.7.1 / Minecraft 1.20.1 source baseline. Proposed artwork is not an in-game capture, finished model or native acceptance.

What it does

Flower Cannon fires a Flower Ball using the inherited Cannonball ammunition. Its impact hook requests Weakness I for 200 ticks, nominally ten seconds at 20 ticks per second. The shared heavy cannon attack must report success before that hook runs; the target must be living. Immunities and other effect handling can still prevent or alter application.

Stored input Value
Damage argument 14.5
Durability argument 510
Firing-delay argument 23 ticks
Recoil argument, rounded 0.21
Projectile maximum age 120 ticks
Piercing argument 0
Projectile gravity 0.1
Projectile damage multiplier 1
Effect request Weakness I, 200 ticks

The bundled EffectsLib level defaults to 1 and becomes Minecraft amplifier 0. These are source arguments, not measured final damage or guaranteed status application. Shared cannon handling adjusts attack input for armor/toughness before its heavy-attack helper. Firing sound is ITEM_BALL_CANNON_FIRE.

Named weapon source · Released hashes and evidence.

Released identity and premium concept

Original Flower Cannon sprite

Preserve the bright yellow front rim, compact leafy-green body and green lower silhouette. The infusion ingredients support its botanical identity, but do not prove a particular origin dimension, maker, living-weapon biology or manufacturing story.

Revised botanical concept

The redesign elaborates the yellow petals and layered green surfaces. A first retained concept placed the guard too far forward from the rear grip. The revision moves the single guard beside the grip and removes the misleading middle loop. Final scale, hand fit, leaf-tip clearance and animated poses still need a real blockout and rig.

The glossy leaf material is a concept direction. The world-fit version must preserve readable texture detail without excessive shine; a higher-detail option may retain more of the concept's surface work.

Illustrated infusion recipe

Flower Cannon infusion ingredients

Place a Cannon Frame in the Infusion Table's base-input slot. Use seven ingredient slots: Small Green Petal, Rosid Root, Sticky Slime, Dandelion, two separate Limonite-ingot tag entries and one Jade-gem tag entry. Ingredient order is flexible; keep the two unused slots empty. The pictured ingot/gem are tag examples, not an exhaustive list of valid substitutes.

Open the exact recipe card · Station and progression guide.

This recipe omits an explicit infusion_level, so the inspected item-recipe factory defaults to Imbuing requirement 1. Creative mode and limited-crafting rules are handled by the container. Effective datapacks and tags may change availability.

Projectile and impact presentation

Released dark cannonball texture

Despite the projectile's name, the renderer registration uses the ordinary dark cannonball texture. It adds green Flickering Sparkler particles, requesting eight per render invocation at projectile Y + 0.3. This is asset/code evidence, not captured flight footage.

The upgrade should preserve a readable discrete projectile and distinguish a hit from successful Weakness application. Optional petal trails, pollen rings or leaf-shaped impact accents are new cosmetic proposals, not original healing, area damage or plant growth. The shared render-rate emission concern belongs to Particle Emission and Frame Time; any replacement needs native visual calibration and frame-time measurements.

Full-feature completion checklist

  • Original flight and entity/block impact captures in the target release
  • Hand blockout, guard clearance and leaf-tip collision checks through every animation
  • World-fit and premium texture/material variants
  • Equip, idle, aim, firing, inspect and optional reload/recharge animations
  • Original ammo, cadence, damage path and Weakness-gating parity
  • Cosmetic petal crowns, jade sights, smooth vine grips and earned botanical charms
  • Clearly balanced alternate barrels with visible matching behavior and resource costs
  • Craftable variants, skins, decals, glowing/animated stickers and custom emblems
  • Projectile, tracer, impact and confirmed-kill effect customization
  • Native export, offhand, turret, multiplayer and mod-compatibility checks
  • Particle budgets, mip behavior, LODs, memory and frame-time tests

A seed scatter, focused beam or chain effect would be new gameplay, requiring its own resource and balance contract. Keep cosmetic pollen separate from gameplay debuffs, and offer reduced-particle/bloom options.

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.